So, can we talk about what Fallout 4 does well?

I think the nuke explosions are just a stylistic choice. Personally I think it's a nice touch even if it doesn't make strict sense.
 
Yes because putting machines into thought loops always makes them explode instead of shutting down. Okay whatever you want to believe.
 
Yes because putting machines into thought loops always makes them explode instead of shutting down. Okay whatever you want to believe.
I've actually seen a large number of instances in fiction were being put into loops have caused machines to explode as they process so hard everything starts frying and sparking. It's a fairly common trope.
 
A few of the things they did right's been mentioned in this thread already. But one I just came to appreciate after starting another New Vegas replay was their simple change of the Vats hotkey to Q from V.

For some reason I never set that to Q myself in NV or FO3 but it honestly feels so right. I've now even changed it from V to Q in New Vegas. :P
 
I decided to do a complete restart of this game from scratch due to bugs. I reinstalled the whole thing and started a new playthrough. After doing the intro a second time I think it is done acceptably. Not perfect, but not awful. I appreciate that they at least kept the lore regarding vaults having an ulterior purpose. Fallout 3's introduction was lengthier and well-written, this was short probably because Skyrim had such a long introduction that it got tedious after multiple playthroughs. I don't think multiple playthroughs will happen with Fallout 4 as much because it's too repetitive like an MMORPG grind.

Honestly on this second attempt I am forgiving the game a bit more. I still think my impressions stand - the dialogue is awful, the voiced protagonist is a terrible idea - but as an action game it's nice. Unfortunately that's not why I buy Fallout games, but I'll force myself to find enjoyment somehow.

The art style is done well. Took some screenshots of Sanctuary Hills before and after the introduction to show the difference and it's impressive. So Bethesda definitely gets some points for artistic direction.

But this is of course dragged down by the truly horrific decisions regarding RPG elements as well as the lackluster writing. Side quests in particular lack substance - even Fallout 3 had some nicely written side quests. Also, I find it amusing that Preston Garvy says "I have something a different for you this time" and proceeds to dole out the same kill quests he's been giving me all game. LOL.

I appreciate the ambition regarding settlement crafting and world building, but without an RPG in this game it just feels too much like an MMORPG. This is a disconcerting trend in games now - we are seeing MMORPG grindfests claiming to be RPGs.
 
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I liked the ambient rain sound during a storm, especially the sound of raindrops indoors. Also indoors, I like that beth made the effort to try and show landscapes outside of windows (as crappy as they are). And the electrostorm things from the glowing sea, sorry if that's not what it's called, can't remember. Pretty neat effect.
 
I decided to do a complete restart of this game from scratch due to bugs. I reinstalled the whole thing and started a new playthrough. After doing the intro a second time I think it is done acceptably. Not perfect, but not awful. I appreciate that they at least kept the lore regarding vaults having an ulterior purpose. Fallout 3's introduction was lengthier and well-written.

WAT no, it wasn't.... like..... at all....
 
I decided to do a complete restart of this game from scratch due to bugs. I reinstalled the whole thing and started a new playthrough. After doing the intro a second time I think it is done acceptably. Not perfect, but not awful. I appreciate that they at least kept the lore regarding vaults having an ulterior purpose. Fallout 3's introduction was lengthier and well-written.

WAT no, it wasn't.... like..... at all....

Yeah I was surprised at that too, but John is a Fallout 3 fan remember? A particularly nice and sensible one.
 
I prefer if the introduction of any future Fallout games to be like that of New Vegas or FO1. FO2 had that awful temple of trials, FO3 had that pointlessly long "growing up inthe vault" intro and Fo4 basically removes any and all ability to define your character from the player.

You can't even be an evil douche in FO4.... Ending narration is always the same. They removed Karma without placing anything in it's place, even Mass Effect 3's ending had different narration depending on your "paragon/renegade" thing... when Mass Effect 3 has a better ending than your game you know you fucked up...
 
Honestly, a lot.

-It's a pretty competent FPS. I really do enjoy the gunplay in the game.

-Took every highly ranked mod except for pubic hair upgrades and made it a built-in feature.
IE: RTS mod, modding, scavenging, headlamp for PA, etc.

-Player dialog. Fallout 3 had no choices despite what anybody seems to think. So, Bethesda knew they weren't going to win any awards for dialog and cut it down to the bare minimums. I thought this was actually a really welcome change. I don't like the illusion of choices, unless surrounded by significant choices themselves. Fallout 3 had 0 choices. Everything was either "Hey, you are my dad, I will do this mission for you," "I hate you, dad, I will reluctantly do this mission for you," "I will consider this mission for my dad," "I love you, dad." "Dad."

-Animations. Bethesda is totally terrible at animations. They made vast improvements over Oblivion with Skyrim. And vast improvements over Skyrim with FO4. I was very, very happy to see interactive animations from Dogmeat with enemies, well timed unarmed attacks causing grapple strikes, etc. I know a lot of this can be attributed to the Rage team (who did animations with precision and care unlike any other team to date), but good on them for having those people work out the FPS, and good on them for putting animations as a priority for once.

-They did their own thing. The Institute was such a welcome change from rehashing the Enclave and Super Mutants.

-Added cats.

-Power Armor. The cells made sense for balancing, and I only use it in the Glowing Sea - which is really how it should be, with how early they give it to you.

-The little things. Dogmeat can beg and play with a Teddy Bear. I can move my arm inexplicably while holding up my Pipboy. Dialog skip "uh-huh," "I see." Zone out during dialog "are you okay?" "you still with me?" Screaming "KILL KILL KILL" when you inject Psycho.

-Companions. Vastly, vastly improved over FO3. Granted, its not any of the F:NV characters where I actually feel like they have some legitimate depth. But they're Bioware-esque, and that's certainly not bad for a company that is still new to writing companions.

-Item quantity. I feel like they added a lot of identity to the world by this small factor. Making Gwinnet Brew have pilsners, stouts, pales, and red ales was a really cool little feature, I thought.

-Unmarked areas. There's a lot of neat little ones that lead to comparing with your friends weird things you randomly found in the wasteland.

-Graphics.

-Made me genuinely interested in seeing Boston more than once, unlike real life. bostons a dump
 
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-Player dialog. Fallout 3 had no choices despite what anybody seems to think. So, Bethesda knew they weren't going to win any awards for dialog and cut it down to the bare minimums. I thought this was actually a really welcome change. I don't like the illusion of choices, unless surrounded by significant choices themselves. Fallout 3 had 0 choices. Everything was either "Hey, you are my dad, I will do this mission for you," "I hate you, dad, I will reluctantly do this mission for you," "I will consider this mission for my dad," "I love you, dad." "Dad."

I don't even...
 
I prefer if the introduction of any future Fallout games to be like that of New Vegas or FO1. FO2 had that awful temple of trials, FO3 had that pointlessly long "growing up inthe vault" intro and Fo4 basically removes any and all ability to define your character from the player.

You can't even be an evil douche in FO4.... Ending narration is always the same. They removed Karma without placing anything in it's place, even Mass Effect 3's ending had different narration depending on your "paragon/renegade" thing... when Mass Effect 3 has a better ending than your game you know you fucked up...

ME3's endings were less hated because of the lack of choices (albeit that didn't help) but more thanks to the space magical, pseudo-philosophic BS that the game throws at you in the last 10 minutes, as well as basically forcing you to comply with the villain's incredibly stupid logic. On top of the fact that, before the extended cut, it seemed that the Relays blew up, collapsing galactic civilization and stranding your crew on some jungle backwater for no reason.

So it's more akin to FO3's ending in that respect. And while FO4 has the bad ending narration, considering the final mission variations I'd say it does its job.
 
Fallout 4 will do like Fallout 3 did. They will charge for more endings.
 
- Environmental design is pretty great this time around.

- Gunplay is much improved.

- Fallout 4 is actually a better game writing-wise than Fallout 3 (and it has mostly better writing than NV's Lonesome Road, which is faint praise because that DLC's writing was NV's low point.) There are a lot of real highlights in the quests (if Beth could make those moments consistent they could actually have a good RPG), and having differing factions allows for a lot more roleplay than 3 ever gave you. I like the fact that Beth is trying to exercise some creativity with some new factions and world elements. Some of it turns out to be rather wacky and nonsensical, but overall their creative departures end up paying off. I appreciate even a failed attempt more than just doing more of the same.

I really played this game wanting to like it, because hey, what other reason do you play games for? But that just makes me upset that it still carries the "rough draft" feeling of Beth RPGs. I mean, the some things hidden in here shows you Beth knows how to make good quests, they know how to come up with meaningful conflict and choice at points . . . but they just kind of bury it under all the meh aspects like the absolute overuse of procedural generation, (kill X plea), non-reactive NPCs, dumb ideas like the really poorly-implemented dialogue wheel, etc, etc, which ultimately makes Fo4 an average game overall (and a poor RPG).
 
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- Environmental design is pretty great this time around.

Yeah I really liked Fallout 4's environment. My only complaint with it is Bethesda populated so much of it with Raiders & Ghouls. It's as if 90% of the Massachusetts population did not die when the bombs fell but instead became Ghouls.
 
-Player dialog. Fallout 3 had no choices despite what anybody seems to think. So, Bethesda knew they weren't going to win any awards for dialog and cut it down to the bare minimums. I thought this was actually a really welcome change. I don't like the illusion of choices, unless surrounded by significant choices themselves. Fallout 3 had 0 choices. Everything was either "Hey, you are my dad, I will do this mission for you," "I hate you, dad, I will reluctantly do this mission for you," "I will consider this mission for my dad," "I love you, dad." "Dad."

Wouldn't it be nice if Bethesda actually invested in adding back the 'simulation' type choices to these games? They could go from making these more and more average games that they have become (including Elder Scrolls here), to something that is simply more than a pile of average.

Mr Btongue shows exactly what that meant for the original Fallout, for example:



Also required viewing:

(games that present with you uncomfortable choices, char examples)



(and realism)



CD Projekt actually takes time to craft something believable even if it is make believe. What I'd like are more games that not only presents the simulated kind of choice/consequences, but the multiple pathing for solving situations if your character is built as such - and Beth is quite simply being surpassed. And I'd really like a new Fallout that keeps me guessing, making hard choices, has believable characters, and finding out alternate ways to resolve things, etc.
 
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