So what lore has Bethesda done gone fucked up?

Bethesda can't even keep consistency between its own games, or even one game, for that matter.

In Fallout 4, it is stated that all mutants in the Commonwealth are created by the Institute. That means complete isolation in an underground lab; the mutants would never be able to return to it. Yet their numbers keep increasing, even though the FEV experiments were shut down, and super mutants keep kidnapping the people they don't kill and can often be heard looking for 'the green stuff', suggesting they're reproducing on their own.

Which is impossible.

Additionally, and this is sort of a spoiler, during the main quest you meet a mutant named Virgil (which, in a feat of amazingly lazy writing, is his actual surname) who was once a revered Institute scientist but escaped by turning himself into a mutant. He then tasks you with grabbing him the cure for FEV exposure he believes to have been inside the Institute when he escaped, which is stupid on several levels. Firstly, he's not SAFE from the Insitute now; why is he turning back? Is the fact that his cave is radiation-free not an oversight by the programmers? Then why turn into a mutant at all, why not just grab a hazmat suit? The risks of turning into a mutant were so incredibly high (first and foremost, forgetting his own goddamn plan along with his identity) it wasn't worth it in the slightest; only through sheer luck did he remain fully cognizant.

Secondly, how does the cure even work? The FEV is a virus, yes, but its effects aren't symptoms; it modifies DNA to what it 'thinks' is perfection. It could, of course, be another modified strain that recreates his original DNA, but it is specified to be a cure he didn't create that works on ALL FEV-affected subjects. Not to mention that A. IT WORKS, and B. It shrinks him, which I can't imagine would work without some sort of shedding of various extra tissues and bones.

There are way too many ghouls, as previously mentioned, and not only that but they also just seem to be either deformed or burn victims. Feral ghouls and normal ghouls look nothing alike and neither of them are really walking corpses like they're meant to be; they're not rotting or anything.

I have more complaints, but I'm pressed for time.

Wasn't there a supposed cure for FEV in Fallout 2 that actually killed the mutants?
Why couldn'y Bethesda take notes from that
 
Wasn't there a supposed cure for FEV in Fallout 2 that actually killed the mutants?
Why couldn'y Bethesda take notes from that

People including myself often complain about the lack of choice in Fallout 4, but Virgil is one of the odd moments where you're given too much choice. Or rather, a choice you shouldn't've.

If you lie to Virgil (passing three increasingly difficult speech checks because being a dick requires you being a real casanova, apparently) he will ask you to kill him. Whilst you're not usually allowed to simply outright lie at the end of quests, for some reason this one allows you to straight up assist a suicide rather than just give him the cure. It's not beneficial to you in any way to keep it; Bethesda seems to think that the only evil to exist is the nonsensical one.

What I would've done is I would've made it so that the cure never actually existed at all, or as you said, implement it as the cure that kills mutants. When you went back to Virgil you can either A. Tell him the truth/give him the FO2 cure (leading him to suicide either way) or B. Lie to him, which would lead to the same conclusion, as a way to show that sometimes, you can never choose right.

Of course, this would imply the rest of the game had an abundant amount of choice and would require Bethesda not trying to please players all the time by including a disappointing ending to a quest (though I am fully aware of the story behind Junktown's development).

EDIT: I'd probably tack in a speech check to convince him to live so he can continue his research or somesuch, just so that the charisma skill isn't entirely useless, too.
 
Bethesda systematically undermined every aspect of he Fallout series, Settlements? They can be built by a single dude but nobody hs done it in 210 years, Ghouls? the charred remains of Pre war humanity whose sterility and fraility dooms them? Thousands of them, they also act like the zombies they were deconstructing and you can become a ghoul with "Radioactive drugs", Super Mutants? The ultimate being conceived by the master but who were doomed due to their sterility and low numers? Their dogs give more XPs and they are dumber than ever, they just sprung from the ground, they have enough numbers to sustain a population despite regularly exploding themselves with mininukes also there is a "cure" for forced evolution, because of course, Nukes? They just leave a small crater with Houses on the edges, Vertibirds? Dozens of them in Boston, some even flown by Raiders.
 
Bethesda systematically undermined every aspect of he Fallout series, Settlements? They can be built by a single dude but nobody hs done it in 210 years, Ghouls? the charred remains of Pre war humanity whose sterility and fraility dooms them? Thousands of them, they also act like the zombies they were deconstructing and you can become a ghoul with "Radioactive drugs", Super Mutants? The ultimate being conceived by the master but who were doomed due to their sterility and low numers? Their dogs give more XPs and they are dumber than ever, they just sprung from the ground, they have enough numbers to sustain a population despite regularly exploding themselves with mininukes also there is a "cure" for forced evolution, because of course, Nukes? They just leave a small crater with Houses on the edges, Vertibirds? Dozens of them in Boston, some even flown by Raiders.

-Literally sprung from the ground. Or underground, to be precise.
-If you're referring to the gullet sinkhole, I don't think that was a nuke, especially considering that the Glowing Sea is where the Boston Nuke went off. If you're not, then what are you referring to?
-I knew the Gunners had Vertibirds (SOMEHOW) but Raiders? Really?
 
I am talkking about the Cambridge Crater, it's a hole but there are intact houses and tress at the edge of the crater and the area doesn't have any noticeable damage outside of the crater, but a direct Nuke hit should've leveled the whole neighrborhood.
 
I am talkking about the Cambridge Crater, it's a hole but there are intact houses and tress at the edge of the crater and the area doesn't have any noticeable damage outside of the crater, but a direct Nuke hit should've leveled the whole neighrborhood.

Huh. Don't think I've found it yet.

Well, that's something to look forward to.
 
No mention of the legendary mutates? It may be just a gameplay mechanic, but i always believed gameplay should reflect the lore, to a certain extent. So what is the deal with this Super Saiyan bullshit? Completely refilling ones health when taking damage is not only ridiculous from a logical viewpoint, but also makes sneak attacks and critical strikes useless. Its lore breaking because this is not what Fallout is about.

If this was a game like Darksiders, where every enemy bleeds gold, there are floating health orbs and floating weapons every where, then that would be fine. That kind of 'enrage' mechanic would be fine in an arcadey style.
 
No mention of the legendary mutates? It may be just a gameplay mechanic, but i always believed gameplay should reflect the lore, to a certain extent. So what is the deal with this Super Saiyan bullshit? Completely refilling ones health when taking damage is not only ridiculous from a logical viewpoint, but also makes sneak attacks and critical strikes useless. Its lore breaking because this is not what Fallout is about.

If this was a game like Darksiders, where every enemy bleeds gold, there are floating health orbs and floating weapons every where, then that would be fine. That kind of 'enrage' mechanic would be fine in an arcadey style.

Lonesome Road had enemies with refilling health in like three locations
Still, it was one of the most articial difficulty DLCs in New Vegas, with enemies spawning behind you everytime
 
Lonesome Road had enemies with refilling health in like three locations
Still, it was one of the most articial difficulty DLCs in New Vegas, with enemies spawning behind you everytime
The Marked Men regenerate health because of radiation. Ulysses had eyebots patching him up because his old world flag.
 
Also the Marked Men regenerated Health over time, they didn't just "mutate" at random and refill their health in a second.
 
Also the Marked Men regenerated Health over time, they didn't just "mutate" at random and refill their health in a second.

Legendaries regen when their health drops to 50%, not at random.

I get what Bethesda was trying to do, but they could have really picked a better word than "mutate" since it gets really incongruous at times, particularly when it's a legendary robot or synth.
 
The entire idea of "legendary" enemies in FO4 was executed horribly, when playing on very hard/survival like a 1/5 of the enemies are "legendary." They needed to make legendary enemies that are one-off, in a static location, unique among the other types of that creature, and have them drop items worth hunting them down for. The way they implement them in now I was swimming in magic items.
 
The entire idea of "legendary" enemies in FO4 was executed horribly, when playing on very hard/survival like a 1/5 of the enemies are "legendary." They needed to make legendary enemies that are one-off, in a static location, unique among the other types of that creature, and have them drop items worth hunting them down for. The way they implement them in now I was swimming in magic items.
Remember legendary creatures in New Vegas? Yeah, not only were they much scarier they also looked different and were in unique locations.
 
Legendaries should've had unique names too, I mean they already ripped off New Vegas Bounties system of randomly generated Bounties but they didn't think to include the actual meat of the mod and instead implement a Reward system for taking down special bosses? I mean, this kind of shit has been in RPGs since the early 2000s.... Then again, Bethesda's latest technological achievement was getting working Elevators on their base game, stuff that modders have been doing since FO3... And ladders still elude them.
 
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