Ragemage
Wept for Zion
Sorry if a thread like this has been made before, I checked the General Gaming, General Fallout, and Fallout 4 forums and didn't see a thread like this. Closest thing I found was an old thread discussing how many people were playing Fallout 4 compared to Skyrim upon release. ( http://www.nma-fallout.com/threads/skyrim-vs-fallout-4-who-is-playing.204997/page-6#post-4127511 )
Before we get started, I must note a few things: As a warning this is going to probably be quite a long thread, so prepare to do a lot of reading. Secondly, I will not be discussing mods here at all. This might come as a shock to many of you but I actually enjoy vanilla Skyrim without mods. I think it's fairly fun on its own. Thirdly, this thread is going over the points I believe make Skyrim a superior game to Fallout 4, this will be the brunt of the thread. If this doesn't sound interesting to you, move on, because that's what this is entirely going to be about. Finally, I will not be bringing up DLCs. This will be about the vanilla game only.
Anyway, let's begin. For some context, Skyrim was my very first Elder Scrolls game back when it first released. It was also one of my very first PC games. Before that I was what you might call a "console peasant". I thought the game was great, it held my interest for a long time. This was, of course, before I knew of the majesty that is Morrowind, but I digress. Fallout 3 was my first Fallout game, and although I grew to love New Vegas so much more than Fallout 3, I still thought Fallout 3 was a decent game and though Fallout 4 would take all the good aspects of 3 and New Vegas to make the greatest game of all time. It was not. I have recently gone back to play Skyrim because I wanted to try using the same character all the way from Morrowind to Skyrim and see how much I could develop said character. I believe I have a very good grasp at what makes these games different from one another.
Difference 1: Being a Proper Villain
In Skyrim, there are a multitude of different ways you can shape your character to be an evil bastard. There are 2 entire major guilds dedicated to being an evil character, the Thieves' Guild and the Dark Brotherhood. In the Thieves' Guild, you do as the name implies. You steal, you rob, you pickpocket, you plant evidence in peoples' houses, you get innocent people framed and sent to jail, and at times you may even murder, all in the name of thievery. In the Dark Brotherhood, you become an assassin with one goal, kill your target, no matter whom it is. You will be sent on a variety of missions to hunt someone down and kill them in a manner of your choosing, ranging from a poor gutter peasant begging for bread, to the emperor's niece at her own wedding. Many of the people you slaughter for the Dark Brotherhood are not evil, and in fact you aren't even allowed to question why you should kill said person, your only orders are to carry out the contract and kill. You have to be a cold blooded killer to work in the Dark Brotherhood, empathy and caring are no-nos.
There are also many minor factions and groups you can join that can be considered evil in Skyrim. As a prominent example, you can join a cannibal cult that worships Namira, the Devourer of the Dead. Once in that cult you'll be able to dine on any corpse you wish for health back, much like the cannibal perk in Fallout 4, the difference here being there's an actual group associated with said perk that you can interact with.
Speaking of Namira, a Daedric God (think a demon lord), you can worship all the Daedric Gods in the game. Each one has their own unique quest and artifact you can achieve, but in order to get them you'll usually have to commit some very evil acts. There are 13 in total, ranging from commiting drunken crimes across Skyrim to murdering your own companion to bring one of the gods to the mortal plane.
So, in essence, there are many evil groups you can join in Skyrim, ranging from large to small. There are also many sidequests and the like that can reflect an evil nature. For example, while trying to discover corruption in the city of Markarth, you end up in jail. Once you are jail, you can actually release one of the most notorious crime lords in Skyrim, the leader of the Forsworn. You can also become a bloodsucking vampire, hated and feared by all, living only during the night hours and draining blood from sleeping victims all throughout the land. Many of the quests in Skyrim are linear, it's true, but a lot of them do have a good and evil outcome, and this is what makes Skyrim good for evil playthroughs.
In Fallout 4, however, the opportunity to be evil doesn't exist. It just doesn't. Most of the quests only have one outcome, and it's usually a good one. In fact, I can list all the evil moments in Fallout 4 on my fingers. Here is every single undeniably evil moment that ties in with a quest:
1. Giving Mama Murphy enough drugs until she ODs.
2. Giving the deathclaw egg to the Diamond City restaurant instead of returning it to its mother. (and this one's debatable because it's a fucking deathclaw, the one thing throughout all the Fallout games that will rip you to shreds in an instant if you get anywhere near their line of sight)
3. Telling Paul Pembroke you don't know anything about the drugs when asked after you help him kill a drug dealer, and then proceed to hoard all the drugs to yourself once you break up the drug deal.
4. Not giving Austin the Mole Rat cure in Vault 81 and keeping it for yourself.
5. Killing Hancock's bodyguard and helping Bobbi steal his treasure at the end of the "The Big Dig" quest.
6. Telling that farmhand to kill the hostage at the Forged HQ.
7. Selling Billy into slavery instead of taking him home.
8. Releasing Lorenzo Cabot from prison and helping him kill his family.
9. Lying about not finding the Super Mutant cure to Virgil, causing him to kill himself.
And unfortunately, that's literally it. These are the only times you can be pure evil in the game. I'm not counting grey incidents like Covenant, because you may not see synths as human, just like them. This also includes the choice of killing a certain companion or not. It's not evil, because you may synths as just robots.
So yeah. Whilst Skyrim has 2 major guilds dedicated to evil acts, lets you worship evil gods + do tasks for said gods, and has many tiny evil groups you can join (such as the Forsworn and the cannibal cult), Fallout 4 only has 9 evil moments in the whole damn game and there are ZERO evil factions you can join. No Raiders, no cultists, no nothing. You can't even join the Forged if you convince the farmhand to shoot the hostage and complete his initiation, they turn hostile on you regardless. It's pathetic when compared to Skyrim's vast amount of evil acts.
Difference 2: Roleplaying
Ah yes, roleplaying. Considering the Fallout and Elder Scrolls series alike are meant to be roleplaying games, this is probably the most important aspect to get right. There are many different ways to define a roleplaying experience, but for the sake of this article I'm going to go with the most basic of definitions: Roleplaying is meant to shape your character. The point of roleplaying is to make your character how you want and be able to act out their personality traits and find ways to express how your character acts/what their morals are. Neither Skyrim nor Fallout 4 does this particularly well, but I feel Skyrim does it better.
In Skyrim, for example, if you wish you can completely avoid the main quest and have it never come up. If you want to focus entirely on the Civil War aspect of the game or run around doing minor quests, you can do that. As long as you avoid doing missions for the Jarl of Whiterun, dragons will never start spawning, no one will talk about dragons, and Alduin never appears again until you start working on the main quest. Essentially this also means you never get dragon shouts, which means you can act as an ordinary everyday person. For example, in one of my recent games, I opted to not start the normal way with nearly being executed, seeing Alduin, telling everyone dragons are back, etc. Instead I started my character off on a Lumber Mill site. My character spent his first few in-game days chopping firewood, rolling logs onto the saw mill to be cut up, and he actually got paid for it by the site overseer. Not only that, but I was also allowed to sleep in the workers' hut alongside the other workers once I earned my keep.
I could have essentially kept being a woodcutter as long as I wanted, oblivious to dragons or anything else from the main quest. What I'm trying to say is, as long as you don't go to Dragonreach and do quests, the main quest literally cannot start, and no one will bring it up ever. It means as long as you never go there, you can live any sort of life you want. My woodcutter ended up living a pretty normal life, occasionally taking up bounties from the Jarl of his hold to clear out a bandit camp or 2, but for the most part he just lived peacefully. I'll also bring up the fact that in Skyrim, you start off as a blank slate. You are a nobody, no one knows who you are, you aren't revered in any sense of the word, you're just a randy. This means you can shape your character however you wish without a problem.
In Fallout 4, however, the main quest is constantly shoved in your face. Always. You cannot escape it. Unlike Skyrim, where you're a blank slate, your entire backstory is predetermined. No matter how you shape your character, he will always be a former military man who grew up in the suburbs with a wife and child, or you will be a female lawyer who grew up in the suburbs with a husband and child. There is no one to change this. You cannot shape your character's backstory because it is already predetermined. You can't even decide your character's sexual preference because you will always have a husband or wife and a child together. You don't even get to name your child, he will always be a he and named Shaun. This might have been "meh"-worthy if they didn't bring it up again outside of the main quest, but no. It's constantly brought up, even during side missions. In many, many quests, your character will constantly ask "Where's my son, where's Shaun?" While in Skyrim if you simply avoided Dragonsreach no one would ever bring up dragons and you would never become the Drabonborn, in Fallout 4 your character constantly brings up his son and his family. I'll give a minor quest example of this:
There's a quest in a place known as Bunker Hill where you meet an old man who wants to recover a piece of his grandfather so he can have something to remember him by, and the first thing your character does is bring up his dead wife and how he knows how painful it is to lose family. Another example would be whenever you try to romance companions they will ALWAYS say "But what about your wife? Don't you miss her?" or "Are you sure we have time for romance when you should be looking for your son?" and so forth. There is literally no escape. Your family and your predetermined history are constantly brought up not just in the main quest, but in tons of side quests and even by your companions as well. As another example, when you first meet the Brotherhood, your character will bring up how he had military training pre-war, even if you didn't pick a prompt related to that.
So to summarize, in Skyrim your character's backstory is completely up to you. What they do for a living is also completely up to you. You don't have to become the "chosen one" and can simply avoid the main quest all together. In Fallout 4 your entire character backstory is pretty much completely determined for you, along with your sexual preference, and there's hardly any wiggle room to change anything else about their personalities.
Difference 3: Immersion
Ah yes, immersion, such a bad word around here isn't it? Well I can't think of any other word to aptly describe what I'm going over next. If you know a different word, be my guest and suggest it.
So immersion, sucking you into the game world, making you feel a part of the game. That's very important for all games, but especially for roleplaying games. So where does Skyrim succeed where Fallout 4 fails here? I think the most important difference between the 2 would be that Skyrim is, for the most part, fairly serious. There aren't that many jokes or obnoxious humor that occur. Are there jokes and the like during quests? Of course there are, Sheogorath is one big funny joke of a daedric god. Cicero is probably my favorite character in the game because of the dark humor he provides during the Dark Brotherhood questline. Some of the books and journals in the game can also provide a good laugh. But the thing is, they aren't prevalent. Skyrim takes itself seriously, with over one hundred different books dealing with lore, myths, religion, different regions of Skyrim, monsters, and so forth. The only times I can recall the game purposefully trying to be humorous are Sheogorath, some of the other Daedric quests, the Throw Your Voice Shout, and a few random occurrences. (for example, in one of the random bandit caves, you may come across an old man guarding the entrance. After killing him, you can read his journal, which is hilariously blank, and find out he was actually blind the whole time, and only put in charge of the gate because he was the bandit leader's uncle and needed money: http://www.uesp.net/wiki/Skyrim:Ulfr_the_Blind )
Fallout 4, meanwhile, doesn't seem to take itself very seriously at all. From Kid in a Fridge to Cabot House, the game comes off as very silly at times. There's also the fact that almost every single location in the game contains a teddy bear or skeletons doing something "lewd", such as sitting on the toilet or stuck in a 69 position. It's everywhere. Since Kid in a Fridge and Cabot House have been positively beaten to death, I'll go over a different part of the game I found silly. There's a particular cult in the game, the "Pillars of the Community", which is basically run by a scam artist. That's not the problem, I like the fact they tried to add a cult. The problem is, is that this cult is filled with naked people (because they take all your possessions once you join), 2 armed guards, and the leader himself, a guy in a business suit. This cult, which basically has no way to defend itself, is smack dab in the middle of the city, literally a few yards away from a massive super mutant camp and a ghoul infested subway system. There's no way they should be surviving where they are. The same can be said for many locations in the game, along the lines of "How the Hell are they surviving out here?", particularly with settlements. Most, if not all the settlements in the game save for Sanctuary are usually smack dab in the middle of Raider, Gunner, Super Mutant, or Ghoul territory. I've had towns that are only a hop skip and a jump away from a major super mutant base. These people should be Mutant food, not trying to start a colony. Considering how much of Fallout 4 is underwater, I feel they really should have filled up all the water with more land and spaced out locations more so it made sense. As it is, everything's too tightly packed together, with Super Mutants living inches away from Raider encampments, and it just completely breaks immersion and throws suspension of disbelief out the window. There's plenty of other incidents of the game not taking itself seriously, such as the stupid joke terminals in the GNR building, the Silver Shroud quest, the fact that the only nonhostile Children of Atom members are living in the goddamn middle of a nuclear blast crater with 0 radiation protection, and so forth and so on. I could go on all day, but I want to try and keep this short as it's gone on way too long already.
So, now we've reached the end. I could add more points to this, but these are the 3 main differences between Fallout 4 and Skyrim I wanted to address. Do you agree with what I'm saying? Do you have more to add to what I've pointed out already? Do you see flaws in my arguments? Please discuss below, and thanks for reading.
Before we get started, I must note a few things: As a warning this is going to probably be quite a long thread, so prepare to do a lot of reading. Secondly, I will not be discussing mods here at all. This might come as a shock to many of you but I actually enjoy vanilla Skyrim without mods. I think it's fairly fun on its own. Thirdly, this thread is going over the points I believe make Skyrim a superior game to Fallout 4, this will be the brunt of the thread. If this doesn't sound interesting to you, move on, because that's what this is entirely going to be about. Finally, I will not be bringing up DLCs. This will be about the vanilla game only.
Anyway, let's begin. For some context, Skyrim was my very first Elder Scrolls game back when it first released. It was also one of my very first PC games. Before that I was what you might call a "console peasant". I thought the game was great, it held my interest for a long time. This was, of course, before I knew of the majesty that is Morrowind, but I digress. Fallout 3 was my first Fallout game, and although I grew to love New Vegas so much more than Fallout 3, I still thought Fallout 3 was a decent game and though Fallout 4 would take all the good aspects of 3 and New Vegas to make the greatest game of all time. It was not. I have recently gone back to play Skyrim because I wanted to try using the same character all the way from Morrowind to Skyrim and see how much I could develop said character. I believe I have a very good grasp at what makes these games different from one another.
Difference 1: Being a Proper Villain
In Skyrim, there are a multitude of different ways you can shape your character to be an evil bastard. There are 2 entire major guilds dedicated to being an evil character, the Thieves' Guild and the Dark Brotherhood. In the Thieves' Guild, you do as the name implies. You steal, you rob, you pickpocket, you plant evidence in peoples' houses, you get innocent people framed and sent to jail, and at times you may even murder, all in the name of thievery. In the Dark Brotherhood, you become an assassin with one goal, kill your target, no matter whom it is. You will be sent on a variety of missions to hunt someone down and kill them in a manner of your choosing, ranging from a poor gutter peasant begging for bread, to the emperor's niece at her own wedding. Many of the people you slaughter for the Dark Brotherhood are not evil, and in fact you aren't even allowed to question why you should kill said person, your only orders are to carry out the contract and kill. You have to be a cold blooded killer to work in the Dark Brotherhood, empathy and caring are no-nos.
There are also many minor factions and groups you can join that can be considered evil in Skyrim. As a prominent example, you can join a cannibal cult that worships Namira, the Devourer of the Dead. Once in that cult you'll be able to dine on any corpse you wish for health back, much like the cannibal perk in Fallout 4, the difference here being there's an actual group associated with said perk that you can interact with.
Speaking of Namira, a Daedric God (think a demon lord), you can worship all the Daedric Gods in the game. Each one has their own unique quest and artifact you can achieve, but in order to get them you'll usually have to commit some very evil acts. There are 13 in total, ranging from commiting drunken crimes across Skyrim to murdering your own companion to bring one of the gods to the mortal plane.
So, in essence, there are many evil groups you can join in Skyrim, ranging from large to small. There are also many sidequests and the like that can reflect an evil nature. For example, while trying to discover corruption in the city of Markarth, you end up in jail. Once you are jail, you can actually release one of the most notorious crime lords in Skyrim, the leader of the Forsworn. You can also become a bloodsucking vampire, hated and feared by all, living only during the night hours and draining blood from sleeping victims all throughout the land. Many of the quests in Skyrim are linear, it's true, but a lot of them do have a good and evil outcome, and this is what makes Skyrim good for evil playthroughs.
In Fallout 4, however, the opportunity to be evil doesn't exist. It just doesn't. Most of the quests only have one outcome, and it's usually a good one. In fact, I can list all the evil moments in Fallout 4 on my fingers. Here is every single undeniably evil moment that ties in with a quest:
1. Giving Mama Murphy enough drugs until she ODs.
2. Giving the deathclaw egg to the Diamond City restaurant instead of returning it to its mother. (and this one's debatable because it's a fucking deathclaw, the one thing throughout all the Fallout games that will rip you to shreds in an instant if you get anywhere near their line of sight)
3. Telling Paul Pembroke you don't know anything about the drugs when asked after you help him kill a drug dealer, and then proceed to hoard all the drugs to yourself once you break up the drug deal.
4. Not giving Austin the Mole Rat cure in Vault 81 and keeping it for yourself.
5. Killing Hancock's bodyguard and helping Bobbi steal his treasure at the end of the "The Big Dig" quest.
6. Telling that farmhand to kill the hostage at the Forged HQ.
7. Selling Billy into slavery instead of taking him home.
8. Releasing Lorenzo Cabot from prison and helping him kill his family.
9. Lying about not finding the Super Mutant cure to Virgil, causing him to kill himself.
And unfortunately, that's literally it. These are the only times you can be pure evil in the game. I'm not counting grey incidents like Covenant, because you may not see synths as human, just like them. This also includes the choice of killing a certain companion or not. It's not evil, because you may synths as just robots.
So yeah. Whilst Skyrim has 2 major guilds dedicated to evil acts, lets you worship evil gods + do tasks for said gods, and has many tiny evil groups you can join (such as the Forsworn and the cannibal cult), Fallout 4 only has 9 evil moments in the whole damn game and there are ZERO evil factions you can join. No Raiders, no cultists, no nothing. You can't even join the Forged if you convince the farmhand to shoot the hostage and complete his initiation, they turn hostile on you regardless. It's pathetic when compared to Skyrim's vast amount of evil acts.
Difference 2: Roleplaying
Ah yes, roleplaying. Considering the Fallout and Elder Scrolls series alike are meant to be roleplaying games, this is probably the most important aspect to get right. There are many different ways to define a roleplaying experience, but for the sake of this article I'm going to go with the most basic of definitions: Roleplaying is meant to shape your character. The point of roleplaying is to make your character how you want and be able to act out their personality traits and find ways to express how your character acts/what their morals are. Neither Skyrim nor Fallout 4 does this particularly well, but I feel Skyrim does it better.
In Skyrim, for example, if you wish you can completely avoid the main quest and have it never come up. If you want to focus entirely on the Civil War aspect of the game or run around doing minor quests, you can do that. As long as you avoid doing missions for the Jarl of Whiterun, dragons will never start spawning, no one will talk about dragons, and Alduin never appears again until you start working on the main quest. Essentially this also means you never get dragon shouts, which means you can act as an ordinary everyday person. For example, in one of my recent games, I opted to not start the normal way with nearly being executed, seeing Alduin, telling everyone dragons are back, etc. Instead I started my character off on a Lumber Mill site. My character spent his first few in-game days chopping firewood, rolling logs onto the saw mill to be cut up, and he actually got paid for it by the site overseer. Not only that, but I was also allowed to sleep in the workers' hut alongside the other workers once I earned my keep.
I could have essentially kept being a woodcutter as long as I wanted, oblivious to dragons or anything else from the main quest. What I'm trying to say is, as long as you don't go to Dragonreach and do quests, the main quest literally cannot start, and no one will bring it up ever. It means as long as you never go there, you can live any sort of life you want. My woodcutter ended up living a pretty normal life, occasionally taking up bounties from the Jarl of his hold to clear out a bandit camp or 2, but for the most part he just lived peacefully. I'll also bring up the fact that in Skyrim, you start off as a blank slate. You are a nobody, no one knows who you are, you aren't revered in any sense of the word, you're just a randy. This means you can shape your character however you wish without a problem.
In Fallout 4, however, the main quest is constantly shoved in your face. Always. You cannot escape it. Unlike Skyrim, where you're a blank slate, your entire backstory is predetermined. No matter how you shape your character, he will always be a former military man who grew up in the suburbs with a wife and child, or you will be a female lawyer who grew up in the suburbs with a husband and child. There is no one to change this. You cannot shape your character's backstory because it is already predetermined. You can't even decide your character's sexual preference because you will always have a husband or wife and a child together. You don't even get to name your child, he will always be a he and named Shaun. This might have been "meh"-worthy if they didn't bring it up again outside of the main quest, but no. It's constantly brought up, even during side missions. In many, many quests, your character will constantly ask "Where's my son, where's Shaun?" While in Skyrim if you simply avoided Dragonsreach no one would ever bring up dragons and you would never become the Drabonborn, in Fallout 4 your character constantly brings up his son and his family. I'll give a minor quest example of this:
There's a quest in a place known as Bunker Hill where you meet an old man who wants to recover a piece of his grandfather so he can have something to remember him by, and the first thing your character does is bring up his dead wife and how he knows how painful it is to lose family. Another example would be whenever you try to romance companions they will ALWAYS say "But what about your wife? Don't you miss her?" or "Are you sure we have time for romance when you should be looking for your son?" and so forth. There is literally no escape. Your family and your predetermined history are constantly brought up not just in the main quest, but in tons of side quests and even by your companions as well. As another example, when you first meet the Brotherhood, your character will bring up how he had military training pre-war, even if you didn't pick a prompt related to that.
So to summarize, in Skyrim your character's backstory is completely up to you. What they do for a living is also completely up to you. You don't have to become the "chosen one" and can simply avoid the main quest all together. In Fallout 4 your entire character backstory is pretty much completely determined for you, along with your sexual preference, and there's hardly any wiggle room to change anything else about their personalities.
Difference 3: Immersion
Ah yes, immersion, such a bad word around here isn't it? Well I can't think of any other word to aptly describe what I'm going over next. If you know a different word, be my guest and suggest it.
So immersion, sucking you into the game world, making you feel a part of the game. That's very important for all games, but especially for roleplaying games. So where does Skyrim succeed where Fallout 4 fails here? I think the most important difference between the 2 would be that Skyrim is, for the most part, fairly serious. There aren't that many jokes or obnoxious humor that occur. Are there jokes and the like during quests? Of course there are, Sheogorath is one big funny joke of a daedric god. Cicero is probably my favorite character in the game because of the dark humor he provides during the Dark Brotherhood questline. Some of the books and journals in the game can also provide a good laugh. But the thing is, they aren't prevalent. Skyrim takes itself seriously, with over one hundred different books dealing with lore, myths, religion, different regions of Skyrim, monsters, and so forth. The only times I can recall the game purposefully trying to be humorous are Sheogorath, some of the other Daedric quests, the Throw Your Voice Shout, and a few random occurrences. (for example, in one of the random bandit caves, you may come across an old man guarding the entrance. After killing him, you can read his journal, which is hilariously blank, and find out he was actually blind the whole time, and only put in charge of the gate because he was the bandit leader's uncle and needed money: http://www.uesp.net/wiki/Skyrim:Ulfr_the_Blind )
Fallout 4, meanwhile, doesn't seem to take itself very seriously at all. From Kid in a Fridge to Cabot House, the game comes off as very silly at times. There's also the fact that almost every single location in the game contains a teddy bear or skeletons doing something "lewd", such as sitting on the toilet or stuck in a 69 position. It's everywhere. Since Kid in a Fridge and Cabot House have been positively beaten to death, I'll go over a different part of the game I found silly. There's a particular cult in the game, the "Pillars of the Community", which is basically run by a scam artist. That's not the problem, I like the fact they tried to add a cult. The problem is, is that this cult is filled with naked people (because they take all your possessions once you join), 2 armed guards, and the leader himself, a guy in a business suit. This cult, which basically has no way to defend itself, is smack dab in the middle of the city, literally a few yards away from a massive super mutant camp and a ghoul infested subway system. There's no way they should be surviving where they are. The same can be said for many locations in the game, along the lines of "How the Hell are they surviving out here?", particularly with settlements. Most, if not all the settlements in the game save for Sanctuary are usually smack dab in the middle of Raider, Gunner, Super Mutant, or Ghoul territory. I've had towns that are only a hop skip and a jump away from a major super mutant base. These people should be Mutant food, not trying to start a colony. Considering how much of Fallout 4 is underwater, I feel they really should have filled up all the water with more land and spaced out locations more so it made sense. As it is, everything's too tightly packed together, with Super Mutants living inches away from Raider encampments, and it just completely breaks immersion and throws suspension of disbelief out the window. There's plenty of other incidents of the game not taking itself seriously, such as the stupid joke terminals in the GNR building, the Silver Shroud quest, the fact that the only nonhostile Children of Atom members are living in the goddamn middle of a nuclear blast crater with 0 radiation protection, and so forth and so on. I could go on all day, but I want to try and keep this short as it's gone on way too long already.
So, now we've reached the end. I could add more points to this, but these are the 3 main differences between Fallout 4 and Skyrim I wanted to address. Do you agree with what I'm saying? Do you have more to add to what I've pointed out already? Do you see flaws in my arguments? Please discuss below, and thanks for reading.
Last edited: