Separate names with a comma.
Discussion in 'Fallout 4' started by J_Fred, Nov 17, 2015.
I really wish it didn't take MrBTongue quite so long to make videos.
Thanks for posting those videos Taskeen, going to watch them all later.
In the meantime I just finished the quest involving the Silver Shroud, and I rather like it.
Now don't get me wrong, it is rather out of place in a Fallout game, yet more of Bethesda's comic book nonsense. But it made me realize something; I really really would like to see an action-adventure or RPG involving a 30's/40's/50's pulp hero a la the Shadow, the Spider, or the Green Hornet.
A game in which we the player play a pre created or better yet; our own pulp hero character who moves in the shadows, protects the innocent, avenges the murdered, and strikes terror in the hearts of all those who follow evil's way, the goal being to take back a city and drive out mobsters, strange cults, mad scientists, and so on.
Now that is a game I would like to see. Hell it can be about the Silver Shroud for all I care.
That was a funny set of quests made funnier by the voice actors. One line in particular that I can't get out of my head because it sounded like Engrish: "You sick with fever!"
Yeah, well that's a Bethesda thing. Same reason the bandits in Skyrim outnumber the civilian population ten times over and there are far more renegade wizards than mages in the College of Winterhold. They need to give things for the player to shoot at, and raiders and not!zombies fit the bill. Super mutants (whose existence is a giant contrivance) and gunners (who are basically better armed raiders) do the same thing no matter how little sense it makes.
On the other hand, the game does have a surprising reactivity, the kind of which I haven't seen in a Bethesda game before. For instance, I was doing quests for the Brotherhood and Kells asked me to murder Virgil the mutant scientist. But because the scientist was previously cured by my hand, I could persuade him to let him live. In another example, the Institute asked me to recover escaped Synths at Bunker Hill, and I could warn the Brotherhood ahead of time so they joined the battle, and also had an option to let the Synths go rather than murder them as the BoS wished I did. This also ended up with me being banished from the Institute.
Most companions also have pretty relevant commentaries, such as Cait being sick of fighting Synths in a mission where you do only that.
Things I like:
Power armor - I know there's a lot of controversy around how early you obtain access to the power armor but I like it. There's a depth to the systems in the power amour this time around, and it makes for a welcome innovation. I'd much prefer that these iterations of Fallout attempt some kind of development in mechanics. It's clear that the series is more action orientated these days, and the wholesale changes to power armor are a logical and satisfying progression in that context.
Variety - I'm still fairly early in my playthrough (I really don't have much time to spend playing video games - a few hours over the weekend if I'm lucky) but I have deliberately strayed from the main quest as much as possible and found a good deal of variety in regards to quests, enemies, environments and characters. Although I've heard people say otherwise, playing a character high in charisma has allowed for interesting choices in missions. It isn't role playing in the cRPG sense, but I'm enjoying the way my character is able to deal with certain situations. The settlement building is admittedly flawed but I still find myself paying attention to it and enjoying it. A lot of people on this board mention the prevalence of slaughter in regards to the missions. And that is fair enough to some extent. But one thing I've noticed is that there are often long stretches where nothing attacks me. I have time and space to explore new areas and discover items, stories, questions etc. I get there's a lot of shooting, but there's more to the game than just that.
Environments - It's stupidly obvious that NMA prefers cRPG mechanics over Bethesda's exploration/action orientated take on gaming, but if you're someone that appreciates exploration, Fallout 4 is often exceptional. The environments are vibrant and increasingly logical in a satisfying way. They're not perfect, but there's nothing like it. I love Diamond City. I like the fact that there are more urban areas that are part of the open world. And you still have the random towns, shacks and settlements that can lead to bizarre and interesting quests. Some of the areas are a bit standard and dull, but my overwhelming impression is of an impressive, interesting, illogical but enjoyable world.
Companions - More varied and far more likely to have random but relevant interactions with the real world. I've had minimal issues with pathfinding with relation to companions, which is a massive improvement over earlier Bethesda games. To be fair, I had more issue with companion pathfinding in Fallout 2 than I have with 4. Still early in the playthrough though. It could all go wrong.
General weapons and armor - I've got a rifle that is badass and i made it myself. I love it more than any gun I've used in a Fallout game. That is why I like the weapon modding in this game. Sure it's like Borderlands but I don't care. It adds something new to the game, it makes sense and improves my overall experience. Same with the variety of armor types. Some aspects of the system aren't great and there are improvements to be made. But overall I like the changes and think there's potential here.
I don't think Fallout 4 is the be all and end all of Bethesda games. Much of it is fairly typical of what's gone before. There are improvements that I massively enjoy and appreciate. But it doesn't advance in the kinds of leaps and bounds that you'd expect. I should highlight that I never expected this game to do anything for the old school NMA crowd. Anyone that thought Fallout 4 would be anything other than an action-orientated open world RPG-lite would have been fooling themselves. But for what it is, Fallout 4 has some great moments and many intelligent improvements on Fallout 3 (and maybe Skyrim). But for TES 6 I'm going to be looking for more than a few changes. They need to step things up.
Yay! NMA is still the pit of vitriol I remember. I haven't been here in years. I even had to make a new account cause I don't remember my old one.
Obviously as an FO fan FO4 hurts my soul. But I will concur with lots of what's been said so far... the Power Armour and Gunplay are way better than in 3 or NV. And the settlement system is tons of fun.
The thing is, I'm enjoying FO4 on some levels if I don't think of it as a Fallout game. If for a moment, I think about it like, say... post-apocalyptic Skyrim or something, I can enjoy it for quite a while. The writing is still shit, but I mean, whatever, I get to romp around in really friggin cool Power Armour and jetpack around and such. And build towns! And I'm excited to see what the modding community can do with the engine, and crossing my fingers for an Obsidian game on the engine.
But then once I think about it as a Fallout game I think about playing NV/2/1 again, so I might go do that over the Christmas holidays.
I did start a #NotMyFallout hashtag on twitter cause I'm busy with assignments this weekend, and instead of playing FO4 I figured I'd vent occasionally when I needed a break. Hence being here!
I mean, I'm still playing it, though. I never expect FO4 to actually be a Fallout game. Just a post-apocalyptic romp, so... it'll do for now.
I have to say that there are times when the feels train pulled into the station. Jamaica Plains stands out in particular.
I like the addition of the Assault o trons. Particularly KLEO. (I have no idea why. But I want to bang that robot. That NEEDS to be an option.)
Hancock was interesting. I'd go so far as to say all of goodneighbor.
Diamond city was a good idea. Better than what I was expecting.
Nick Valentine. Fuck yeah.
Jet Pack. Fuck yeah.
Flying around in a vertibird in power armor shooting at random shit... All I can say is: "How can you shoot women and children?" "Simple. You just don't lead 'em as much."
The problem with Fallout 4, for me at least, is not that it's bad. They get a lot of things right. It's just that the rare moments when you're -in- it. You're jerked out of it by something careless that feels like it wouldn't be there if it was handled with care.
Also I forgot about the atom cats. They were pretty fun.
The atom cats were pointless and frankly added nothing to the table.
They were just there to say they were there since they couldn't come up with a good faction with an actual purpose?
Perhaps, it's something Bethesda would add in. I think they were to continue the Kings legacy.
More like an insult to the Kings' legacy. They had something called writing and background. What are the purpose of the Atom Cats? By the way I thought the King's Elvis voice was cool, plus his dog Rex even had some writing and a quest too.
Yeah the King was pretty smooth, dig?
I forgot, but another thread reminded me
I never liked how humanoid they looked, the ordinary ones - but even more so the "king" types
In FO4 they look like mutated animals that indeed had no reason to end up looking like "crab people"
See, I'm the total opposite. I really adored the old mirelurks, and feel like they really fucked over the Mirelurks and their lore.
I'm with Zegh on this one, I hate humanoid mutants. What is animal must stay animal. I don't like humanizing monsters and dehumanizing people. Seriously, why do almost all raiders wear bags on their heads? Were they all halfway through an execution when I stumbled upon their hive for the thousandth time?
Yeah I agree, animals are made to be far too human in the modern Fallout games. It makes them look stupid in the end.
It was planned that a pair of raccoons had escaped West-Tek, and founded the Burrows; a settlement of intelligent raccoons.
But... it was cut; presumably for being a little too stretched for the setting... but then we got talking Deathclaws anyway in Fallout 2; and talking plants, and 'Brain'.
I really liked what Bethesda did with the raiders in this game.
While they didn't go so far as to name every single raider group, they gave all the major ones named bosses, and terminals/note from that raider boss mentioning rivalries and the like with the other nearby raider bosses. They also made these terminal entries update after you killed the raider bosses they talked about. So if you went to place Y before place X, you could see a terminal entry about the Y bandits rivalry with the raiders at place X, but if you went to Y after you killed the raider at X, the terminal entry would update mentioning how all the guys at X got killed by someone.
They also made the raiders talk to each other about the various raider bosses. If you sneak around, you can hear raiders talk about so and so, and their raider gang over at wherever location. But then if you kill the raider boss there, these conversations update as well, with the raiders now talking about how that place got massacred.
It was a really nice way for the NPCs in the game to acknowledge the various raider bosses you have killed, and to give the raider groups more individuality, instead of appearing as a singular massive faction of raiders.
Ah, the S'Lanter. If Brian Freyermuth would've worked on that for Fallout 2 it would've easily fit in with the other stuff you mentioned. Fallout 1, IMO was a little more on the serious side and they definitely would not have merged well with everything else.
Exactly, but Bethesda still screwed that up! Instead of allowing PC interaction, possible quests and choices they made them boring killers.