Opinions on Fallout 4?

Poor writing when it comes to romance is just dreadful, I'd be far more okay with being able to just fuck companions or something. Not romance. No cheesy hack writing that tries to force something in there just cause X game had it. No cheap cop-out excuses to shortcut it into "love". Just "you wanna fuck that super mutant? Okay. We'll let you". I'd respect it one hell of a lot more than bad "romance" writing. A cheap fuck is easier to write and can fit characters a lot easier than something as complex and (preferably) long-paced as romance. All you need is some flirtation sprinkled in here and there to build up some pacing and then just finish it off with the ever so lovely fade to black when you just go "let's fuck" which modders will flesh out upon later. Done.

Not that I think being able to fuck a dog is necessary for a Fallout experience but if we have to be able to stick our thing in companions or have them stick their things in us I'd rather it feel more natural and believable. Romance rarely does, a quick fuck on the other hand isn't that hard to write. Romance is complex, lust isn't terribly complex. I don't get why romance is becoming such a big thing in the first place. Do the developers really think we're so lonely and desperate that we need a waifu where ever we go?

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Ready for another rant?
I mean, let's say you sit down and write 10 characters, just 10 different characters that are companions for a hypothetical game. As you write these characters does it feel natural for one of them to have a romance sub-plot? Then go for it. But now you can romance one of your companions. Does that mean every companions should be romancable? Absolutely not. One of the characters joins up with you with a hidden agenda and when this character has achieved his/her goal then (s)he betrays you. One of the companions wants excitement out of their life but if you go through a lot of quests and end up solving them violently then this character becomes increasingly conflicted with what you're doing and will eventually leave and want to return home. One character joins up solely for the pay, you gotta pay him/her, you stop doing that? Then (s)he leaves. Oh and (s)he will claim certain loot for him/herself and if you disagree with it 4 times then (s)he will leave.

Characters should not feel like slaves to the protagonist, they should be their own people with their own agenda and work for their own goals. You're in charge, but if it makes sense within the writing of the character for something you don't want to happen to happen then that should very well happen. And that goes for romance as well. Just cause you want something does not mean it should be available to you just because you're the player.

I really dislike how companions end up in a lot of RPG's, even ones I really enjoy. Where once they join the player it's like they have no impactful agency of their own.

Each character should be written on its own merits and whatever the outcome of that writing is is irrelevant to the rest of the companions written. If it makes sense for one character to have a romantic subplot and it would come naturally from the writer who has a good idea of how to make it work then by all means let that companion be romancable. But the issue I see with all of this is that they are going to first come up with the characters and then try to hamfist in a romantic subplot. And that shit just doesn't work. A writer should be allowed to sit down and come up with a character and then let them work their magic and whatever comes out of it comes out. They should not be told that your robotic servant with a faux AI should be able to whisper sweet things in your ears because it doesn't make any damn sense.

And like I said, it's not just romance that is the problem. It's that companions have to function similarly to one another. One got a personal quest? All got personal quests. One can be romanced? All should be romanced. One can be given a personal gift that fits their character? All should be given gifts. 8 out of 10 of the companions won't leave your side for anything unless you specifically ask them to? Then the other two --which you wrote into a corner where the only logical solution would be for them to leave you if not turn on you-- should not leave you unless you specifically ask them to, best come up with an excuse so that they won't leave!

Fallout New Vegas did it well in this regard. Cass, I think, would've been the only one you could romance. You can sell Arcade into slavery. If you do X or Y then Boone or Arcade or Veronica would leave your party. I think you can even give up Eddie to the BOS IIRC.

So hearing that "we can romance companions", plural, makes me think that Bethesda are not going the FNV approach to this at a all. If they did, then at most 2 companions would be romancable.

Or hell, maybe we're all wrong and they hired a writer with a bleeding heart that can actually write romance well and all companions will make perfect sense to be romancable and not only that but when we go through each romance our black shriveled hearts will melt from the joy and wonder of watching love unfold.

Though it's fucking Bethesda, who allowed you to marry by wearing a necklace in Skyrim. So yeah. Doubtful.
 
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Not that I think being able to fuck a dog is necessary for a Fallout experience
This is now my favourite out-of-context quote.

I'm hoping they make good use of the dead wife trope because there could be some mileage in that. As seen in the trailer (or one of them, anyway), you carry the ring around with you. Granted, if you're not feeling the game one may be tempted to drop it on a fencepost and shoot at it or sell it for a Nuka Cola, but there's actual roleplaying and headcanons to be had there. Not that I expect Beth to do it well or even necessarily do it, but once in a blue moon and such.
 
Maybe the ring is how we're gonna remarry. "Hey, I love you and this is crazy but would you wear my dead wife's ring baby?"
 
It's been confirmed, Fallout 4 has no level cap and you continue playing after the main campaign so obviously no multiple endings. My god, Bethesda fucking sucks beyond belief....
 
No cheap cop-out excuses to shortcut it into "love". Just "you wanna fuck that super mutant? Okay. We'll let you". I'd respect it one hell of a lot more than bad "romance" writing. A cheap fuck is easier to write an
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A questionable sexual device. If you need to ask, you don't want to know.
 
It's been confirmed, Fallout 4 has no level cap and you continue playing after the main campaign so obviously no multiple endings. My god, Bethesda fucking sucks beyond belief....

Why stop here? Why not include a mode that does not have any of those boring quests, storylines, and such at all? The player just wandering and farting around for no reason other because they don't have anything better to do in real life.
 
So let's recap:
No Skill system
No Level Cap
No Traits
No Multiple Endings (very possible but not confirmed yet)
Immortal Companions and NPCs.
Voiced Protagonist
Dialogue Cross
Base Building and Tower Defense.
Fuckable Pack Mules.

How is this game Fallout in any way?
 
I really dislike how companions end up in a lot of RPG's, even ones I really enjoy. Where once they join the player it's like they have no impactful agency of their own.

And this is another thing Mount & Blade, a relatively old game, not completely an RPG, does better than most modern RPGs. They don't like your ways? They leave you.
 
New Vegas does the same.

A lot of games do this, but people don't notice since the things you need to do to get your companions to leave are sort of beyond the pale, so it's pretty easy to play through the game without this ever happening.

Like Cass will only leave you if your karma gets negative, but considering that FO:NV gives you karma for killing feral ghouls, you really have to go out of your way to be a bad person to end up anything below "good".

It usually feels like this is a good idea implemented early on in development that never gets fleshed out enough to be interesting.
 
I'm really surprised that Obsidian made it so that killing a feral ghoul, Fiend or Powder Ganger gives you good karma. Weren't there stories that they intended to ditch the karma system altogether, but Bethesda made them use it anyway?

Come to think of it, I don't remember ever having bad karma by the end of a New Vegas playthrough.
 
No cheap cop-out excuses to shortcut it into "love". Just "you wanna fuck that super mutant? Okay. We'll let you". I'd respect it one hell of a lot more than bad "romance" writing. A cheap fuck is easier to write an
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A questionable sexual device. If you need to ask, you don't want to know.
See, I respect that part one hell of a lot more than I do the prospect of Bethesda's writing talent applied to multiple romantic sub-plots.

As to no level cap and post-ending gameplay. Maybe it's because I'm a little busy at the moment but I feel nothing but apathy. I've pretty much already accepted that Fallout 4 is gonna be shit so this just confirms what I already knew really. Also because I've speculated this before. The majority of Bethfans loathe having to reload from a save point prior to the final quest or having to restart a new game so obviously there wasn't going to be a proper ending with no continued play. And considering they removed level cap from Skyrim it ain't all that surprising that they just decided to do it right away for Fallout instead of wait for a while like they did with Skyrim.
 
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New Vegas does the same.

A lot of games do this, but people don't notice since the things you need to do to get your companions to leave are sort of beyond the pale, so it's pretty easy to play through the game without this ever happening.

Like Cass will only leave you if your karma gets negative, but considering that FO:NV gives you karma for killing feral ghouls, you really have to go out of your way to be a bad person to end up anything below "good".

It usually feels like this is a good idea implemented early on in development that never gets fleshed out enough to be interesting.

Cass will also leave you if you are labeled a Terrorist by the NCR, same with Boone.
Veronica leaves you if you have low rep with the BOS
Arcade leaves you if: 1. You fill his dislike meter with the special dialogue options you get with him during certain quests 2. You have low rep with the Followers 3. You complete his quest (altho he will leave you in unamicable terms if you convince the Remnants to help the Legion) or 4. If you sell him to Caesar.
Boone will leave you if you have either low NCR Rep or High Legion Rep.

Raul, Lily, ED-E and Rex don't leave you by normal means.
 
New Vegas does the same.

Fully aware. But New Vegas does try to be an RPG, while I'm not sure if M&B does. I'm comparing something that isn't an RPG to what nowadays are called RPGs, and this one gets to be more RPG-ish than the ones who call themselves that way.
 
Poor writing when it comes to romance is just dreadful, I'd be far more okay with being able to just fuck companions or something. Not romance. No cheesy hack writing that tries to force something in there just cause X game had it. No cheap cop-out excuses to shortcut it into "love". Just "you wanna fuck that super mutant? Okay. We'll let you". I'd respect it one hell of a lot more than bad "romance" writing.

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Ready for another rant?

I would also like to point out that romance can often be mutually exclusive with casual sex, while many "mainstream RPG" (we need a better word for that) tend to allow you to do everything in a single playthrough. It tends to creates situations when it is almost impossible to maintain suspension of disbelief.

I played The Witcher 1, 1-2 years ago. For most of the game, you are collecting cards with all the girls you had sex with (there is also a plot and some combats), then, sometimes after the middle of the game, you can choose amongs to girls to start a more committing relationship. Both girls are mutually exclusive. If you pick one, the other will hate you or become distant. It makes sense from a C&C standpoint. The problem is that during the next chapters of the games, there is tons of pieces of informations (from dialogs and quest journal) that suggest both the chosen girl and Geralt start to become increasly in love, and make project for the future after the crisis will be over. At the same time, the brave Geralt is still collecting cards sex with every randoms girls on his way. Make your choices pal. You can't be at the same time the gigolos who will seek everything that moves and the guy who had fallen in love and makes project for the future. Or if you do it, emphasis on the dissonance of the character maintaining those two situations. (another issue that i have, is that, no matter if you pick the witch or the medic girl, you will be with the witch at the beginning of TW2)

About having a great gallery of opposed companions, i have yet to find a game to the level of Jagged Alliance 2. They don't have branching dialogs, but there is tons of npc, with their voice, personnalities, things they like/hate, other companions they love/like/hate/try to kill, comments on everything, price, periods when they are available or not, some are involved in quests etc...
If a tactical game can do it, why an RPG cannot ?
 
TBH I think the Karma system needs a total overhaul. Dishonored had an interesting /chaos/ (as in: amount caused by your actions) system wherein doing what might be considered merciful things such as killing weepers can actually damage your reputation further due to that correlation taking place, but even that was labelled as a moral system and it failed to account for how the characters know all your actions by number, can directly correlate your presence with more bodies, etc. It's a mishmash of good ideas that are poorly executed due to compromises and lord knows what else. F3 is just a shambles, and despite the interesting 'history points' system which I actually kind of like, it's all still a little off. I've tried to play as mercenaries and antiheroes, etc and I'm considered a paragon of the wasteland by the 8th hour. You have to be comically evil to actually get any sort of negative karma, and it's only easily lost by doing plot-changing things. It just generally lacks the depth that real morality has.
 
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