Things we learned from Fallout 4

396: if it's a numbered fallout game. It's a spinoff that's not worth your time.

397: just Google the soundtrack and you'll have all the fun fallout 4 provides.
 
398. In Fallout 4 we can be low intelligence and get the Idiot Savant perk and still get the effect of it even when we raise our Intelligence to the max.

Fo4_Idiot_Savant.png
 
400 - Reading a baby's book (you're special) can make a grown man instantly stronger, or more perceptive, or more endurant, or more charismatic, smarter, more agile or luckier. Seriously, you get a special point if you read it.

401 - Reading a magazine for yourself makes your companion's bullets somehow deadlier.

402 - The value of a house in a safe city, free of rent and taxes for life ? 100 bottles of soda.

403 - A robot finds the cure for every single disease known to man. Never mentionned again, because health isn't an issue when it comes to rebuild civilization in a radioactive land.

404 - Bringing an Institute professional killer in front of the brotherhood high elder in times of active conflict is okay.

405 - The US military designed a combat robot which feels physical pain, because that's EXACTLY why you design military robots in the first place.

406 - The institute had a functional, intact and cooperative Assaultron for two entire centuries. Still can't build a functional military unit.

407 - Bringing an irradiated dog (previously owned by an irradiated junkie) or a ghoul, or a junkie carrying lice and illness into a sealed, occupied Vault is fine.

408 - Mercenaries like MacReady apparently work alone, and only require one single little payment to follow their clients forever, without any prior intel on the mission they got hired for. It just works.

409 - Removing chems from the blood magically "cures addiction", which can be a bit confusing for all addicts who still feel the urge to take drugs months, if not years after they did the same thing.
 
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Hey, it worked for Ian back in F1.
Yeah but if you've got a rep for constantly accidentally shooting clients in the back... You take what you can get.

But canonicaly speaking He only followed the dweller to necropolis where he promptly burned to death. Probably at the hands of Harry.
 
Hey, it worked for Ian back in F1.
Is Ian a mercenary though ? I seem to remember that he's just a caravan guard who takes some jobs here and there, and tries to pay back the ones who helped him (shady sands and the vault dweller). More like an adventurer.
 
I can't help but find MacCready to be a bit unbelievable. He's lost his wife and his son is seriously ill, yet leaves his son alone (I don't recall him saying he's being looked after) to take up merc work and then just happens stumble upon a cure? Then when said cure is found he trusts someone else to deliver it to a caravan rather than actually take it to his son himself.

I don't know, Ian seems more believable to me.
 
Believable companions? What? I'm sorry, but that didn't happen. Fallout 1 companions were very basic and implemented very hacky so nope. In Fallout 2 companions now suddenly became actual characters with individual personality and it backfired. None of these assholes and jackasses have the reason or excuse to stay with the Chosen One for a very long time, only some period at best. Only two games where I can say they are real companions instead of mules with exposition were Fallout: New Vegas and recently translated 1.5 Resurrection. They have more thoroughly written say short... Affinity system, yes. They react to the player's actions better than 'Oh no you killed a child fuck you I'm done' and can say a word or two of advice or discussion during quests (1.5Res does this, can't remember about Vegas), hell, player can help with solving their problems. In Fallout 2 bullshit you'll help Sulik. (reasons aside, we talk about base game)
 
Believable companions? What? I'm sorry, but that didn't happen. Fallout 1 companions were very basic and implemented very hacky so nope.

I meant Ian's situation was more believable to me (injured, then stuck around Shady Sands for a bit) compared to MacCready. Sorry I should have worded that better.
 
I meant Ian's situation was more believable to me (injured, then stuck around Shady Sands for a bit) compared to MacCready. Sorry I should have worded that better.
Damn, I should've worded better that I'm not critical on your statement (which is legit) but on F1&2 companions only.
 
I think Vic and Cassidy both have fairly reasonable story bits that justify their following the chosen one for some period of time.

In Vic's, he was delivered from slavery by the guy and a little bit of info that isn't all that helpful regarding v13 isn't much of a repayment on that debt.

For Cassidy his bar is constantly being raided and he's treated as a second class person in Vault City, so getting the heck out of the place is a reasonable solution. An older wasteland survivor would know you can't make it alone and he was sort of stuck in VC without someone to back him up in moving on.
 
I think Vic and Cassidy both have fairly reasonable story bits that justify their following the chosen one for some period of time.

In Vic's, he was delivered from slavery by the guy and a little bit of info that isn't all that helpful regarding v13 isn't much of a repayment on that debt.

For Cassidy his bar is constantly being raided and he's treated as a second class person in Vault City, so getting the heck out of the place is a reasonable solution. An older wasteland survivor would know you can't make it alone and he was sort of stuck in VC without someone to back him up in moving on.
Exactly. And this is what I liked in the older titles, plus New Vegas, in contrast with F3-4 : people don't just follow you for no reason. They have a solid reason to do so.
New Vegas is a good example, you have to bargain with Cass, and explain to her why it's a good idea, after you have cut all her ties to her former life. Arcade even asks you "Er... why would I follow you anywhere ?"

In contrast, look at Piper, abandonning her business and her family to follow a guy she knows nothing about, and whom she has just met... and unsollicited, of course. Leaving her sister alone in a hostile environment, with the only power in place who just threatened her to dismantle her home, and actually just tried to kill her. Why on earth would she do that ? Because you travel a lot ? Hell, Piper has 10 times more experience on the field than the sole survivor, she doesn't even need him. It just makes no sense.
 
I think Vic and Cassidy both have fairly reasonable story bits that justify their following the chosen one for some period of time.
Hey, you said some time, I did mention some time. Not to the endgame in some dangerous venture on oil rig miles away from the coast! Which at least 1 and a half years. (or with thorough walkthrough 2-3 yrs)
For Cassidy his bar is constantly being raided and he's treated as a second class person in Vault City, so getting the heck out of the place is a reasonable solution. An older wasteland survivor would know you can't make it alone and he was sort of stuck in VC without someone to back him up in moving on.
Yeah, no. Cassidy settled down in Vault City not because it's a nice city but because he needs medical treatment for his heart. As far as the game tells, he didn't even find heart pills during Chosen's adventures.
In Vic's, he was delivered from slavery by the guy and a little bit of info that isn't all that helpful regarding v13 isn't much of a repayment on that debt.
Vic is not very helpful for Chosen One aside from being mule, even his sprite kinda tells it. Besides, it is always possible to left him with his daughter in VC, well they have a lot to discuss.

/EDIT
in the older titles
-Vic at least can travel some time, to Vault City for example but he has his business to attend to in Klamath after all. And his info while not being plain helpful, does give at least a right direction.
-Marcus is a mayor of mining town with hard times when he needed the most even after the quest chain is over. It's over only for Tribal One, not Marcus!
-Cassidy without medical treatment won't last long normally.
-Myron getting all he need believes in speech of some tribal who rather belongs to the stables and goes away into anal enslavement treated worse than previous time, losing everything he had. He also should understand later that he's actually in danger walking around with the crew like hostile super mutant and another tribal.
-Goris senses something bad about his vault and go full "screw you, I'll go home." Alright, his revenge can be understood but it's way late in the game, let's be completely honest.
-Maria/Davin. Ha-ha, marriage business in Nevada, we get it. Ha! :|
-Sulik. Where's his sister anyway? Shouldn't he politely abandon Chosen One after some time when he obviously does not searching his sister with this chosen jackass? (alright, fixed in Restoration Project, we can find his sister, yay, mods will fix it!)
-Skynet. Shouldn't his curiosity and autonomy also contribute to the decision of lefting Chosen Tribal alone, especially when core region is pretty much explored, I mean later in the game?
-Dogs. Dogs are dogs, no comments here BUT. One is OK, more is turning party into fucking nursery which is near stupid.
-Lenny. While he does not have to leave, others shouldn't seeing this one in the party, rather than just leaving tongue-in-cheek comments?
Exactly. And this is what I liked in the older titles, plus New Vegas, in contrast with F3-4 : people don't just follow you for no reason. They have a solid reason to do so.
New Vegas is a good example, you have to bargain with Cass, and explain to her why it's a good idea, after you have cut all her ties to her former life. Arcade even asks you "Er... why would I follow you anywhere ?"
I'm tellin' ya, check 1.5 Resurrection. This mod nails companions, though it's not many of them.
 
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