If you had to choose TWO things Fallout 4 did RIGHT, what would they be?

>_>

I like McDonalds so if I got the option to eat one of those kind of cheesburgers at 'any' restaurant then I wouldn't object to that.
 
Yes, but they all would offer you nothing else but exactly the same kind of menue you can get at Mc Donalds, sometimes with worse quality. Would you cheer on that as good evolution?
 
Yes, but they all would offer you nothing else but exactly the same kind of menue you can get at Mc Donalds, sometimes with worse quality. Would you cheer on that as good evolution?
It really is just obnoxious at this point how many AAA games look and play exactly the same.

Call of Border-Fall: Far Cry: The Sims....

There's so many games copying each other that I can't even make a coherent satirical title anymore. This pretty much covers it:
 
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-The world/art direction are a plus, as many have said. The city streets are pretty awesome and atmospheric--but are of course ruined because Bethesda was too lazy to make most of the buildings explorable.
-I think modifying armor and building settlements are really neat ideas and fit the post-apocalyptic setting fairly well--but they're of course ruined because Bethesda made them super shallow and uninteresting.
 
Yes, but they all would offer you nothing else but exactly the same kind of menue you can get at Mc Donalds, sometimes with worse quality. Would you cheer on that as good evolution?
Of course not... I still 'really' like McDonalds cheeseburgers though.
 
Hmm, this is a hard one. Rather than doing few big things right, Bethesda tends to go with making lots of little things right, which is inefficient, but what can we do about it, eh?

I guess weapon customisation and the soundtrack were top in my books. The weapon variety, while low, was tolerable due to a great weapon modding system. As for the soundtrack, many here don't believe it fits in a Fallout game, which is somewhat true, but in terms of the setting and tone of Fallout 4 itself it is done very well. Especially the Railroad and Minutemen themes - they gave the game's ambient music much needed variety.
 
I agree that the companions were positives. Sure FONV's companions were better, but that goes without saying. And better yet, Cassidy - from FO2, I would actually make a grieving ceremony should I lose him... :D

But companions in FO4 were surprisingly good - in relation to the catastrophe this game is

mcwjbqjfav6kygraddn6.jpg
 
Two things?

1) Power armor and the animations. If they hadn't decided that a civilian lawyer could use it without training, I would have been quite happy with the total mechanics in the system. The animations are great, and, placing aside improvements on the power armor frame that should be inherent between models, I was happy with how FO4 handled it. * Caveat - if you don't have an intact suit, you shouldn't get rad resistance. IIRC there are logs from The Glow where one of the BoS died because of a breach in their suit.

2) Radiation storms ... not the same / as fun as the rad storms from the FONV mod Nevada Skies, but it still was good. Hell, the weather effects overall were nice (fucking fog, but I know what a PITA it is in real life and their use of it worked very well in game).
 
Hmm I can't do good without bad because they seem to go hand in hand but I'd have to say;

Weapon modification with all the choices but the bad with that is the lack of variety in the base weapons,

Exploration is a lot nicer but the only down to that is the dead zone as I call it the ocean, I understand it'd be tome consuming but ... It just felt empty and dead although the latter makes sense being underwater.
 
Hmm I can't do good without bad because they seem to go hand in hand but I'd have to say;

Weapon modification with all the choices but the bad with that is the lack of variety in the base weapons,

Exploration is a lot nicer but the only down to that is the dead zone as I call it the ocean, I understand it'd be tome consuming but ... It just felt empty and dead although the latter makes sense being underwater.

For every one thing they do right, they do one thing wrong. Development progression, ladies and gentlemen. :lol:
 
Hmm I can't do good without bad because they seem to go hand in hand but I'd have to say;

Weapon modification with all the choices but the bad with that is the lack of variety in the base weapons,

Exploration is a lot nicer but the only down to that is the dead zone as I call it the ocean, I understand it'd be tome consuming but ... It just felt empty and dead although the latter makes sense being underwater.

For every one thing they do right, they do one thing wrong. Development progression, ladies and gentlemen. :lol:

You mean one step forward, twenty steps back.
 
Hmm I can't do good without bad because they seem to go hand in hand but I'd have to say;

Weapon modification with all the choices but the bad with that is the lack of variety in the base weapons,

Exploration is a lot nicer but the only down to that is the dead zone as I call it the ocean, I understand it'd be tome consuming but ... It just felt empty and dead although the latter makes sense being underwater.

For every one thing they do right, they do one thing wrong. Development progression, ladies and gentlemen. :lol:

You mean one step forward, twenty steps back.

They're not that bad yet. I mean, they're getting there, but still.
 
They're not that bad yet. I mean, they're getting there, but still.
I agree with Dr Fallout, I could only list a few positives about this game but there are likely pages of negatives that could be listed with this game and it's not hard to think of the glaring negatives.
 
They're not that bad yet. I mean, they're getting there, but still.
I agree with Dr Fallout, I could only list a few positives about this game but there are likely pages of negatives that could be listed with this game and it's not hard to think of the glaring negatives.

There are far too many negatives in this game to even be going a bit forward. For every little thing they did they screwed up so many others.
 
My two favorite things would have to be:

1. The crafting and scavenging system. I found myself actually searching for and picking up different kinds of objects that I would have completely ignored in previous titles, and selling quite a lot less of it. In a post apocalyptic game, even a role-playing one, this system really did both increase my level of immersion and I quite enjoyed it for use in crafting.

2. This is tough. Either companions or power armor. I like the new PA because it feels like a heavy, powered suit of armor which you are invincible when operating, however it was given too early, looks too toy like and there are too many fusion cores for the scarcity to matter. Companions having personalities and interjecting their opinions into conversations is also good, but the low level of player choice and inconseqential nature of virtually every dialogue in this game really negates this feature as well.
 
I agree that the companions were positives. Sure FONV's companions were better, but that goes without saying. And better yet, Cassidy - from FO2, I would actually make a grieving ceremony should I lose him... :D

But companions in FO4 were surprisingly good - in relation to the catastrophe this game is

mcwjbqjfav6kygraddn6.jpg

Looks like the dialog wheel for Fallout 5.
 
I agree that the companions were positives. Sure FONV's companions were better, but that goes without saying. And better yet, Cassidy - from FO2, I would actually make a grieving ceremony should I lose him... :D

But companions in FO4 were surprisingly good - in relation to the catastrophe this game is

mcwjbqjfav6kygraddn6.jpg

Looks like the dialog wheel for Fallout 5.

Still too much player choice. We need it to be streamlined and dynamic, to help progress the flow of the narrative. This is to allow a superior experience for the player themselves. Obviously, they must not have to press anything at all. It will allow for a perfect and well-shaped flow that won't interrupt the player's concentration! Genius.
 
I agree that the companions were positives. Sure FONV's companions were better, but that goes without saying. And better yet, Cassidy - from FO2, I would actually make a grieving ceremony should I lose him... :D

But companions in FO4 were surprisingly good - in relation to the catastrophe this game is

mcwjbqjfav6kygraddn6.jpg

Looks like the dialog wheel for Fallout 5.

Still too much player choice. We need it to be streamlined and dynamic, to help progress the flow of the narrative. This is to allow a superior experience for the player themselves. Obviously, they must not have to press anything at all. It will allow for a perfect and well-shaped flow that won't interrupt the player's concentration! Genius.

I know, let's make a game where the player has no interaction whatsoever, while watching his pre-chosen protagonist do all this cool shit! Why don't we call it... a game movie?
 
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