This plot makes me completely unmotivated to finish the game

Imo I would take out synths altogether, and just have the institute Be made out of cyborgs/people with cybernetic enhancements. And coursers would just be cyborgs who minds got completely mesmerized, removing all free will from their body., and used as the institues slave force military/spies.
 
They could always create a dart or syringe gun with the duplicated cure to cure the super mutants. Then again with all the resources they have creating a tranq weapon to round them all up shouldn't be that hard..right? Oh wait it's the Institute.
And remove an entire respawning enemy type from the game? Hell naw.
Seriously though, that could have been a nice part of the Institute questline, them trying to show the Commonwealth that they mean well by getting rid of the supermutants they created. Add nice questline about developing and duplicating the cure, et voilá, another set of Radiant Quests: Go there, cure all the supermutants with your syringer rifle.
But no, nothing the Institute can make any sense, apparently. Gen 3 Synths are completely idiotic. Why even go there when the older generations do the menial work just fine? Why bother with all the ethical implications? Because they wanted Blade Runner, that's why. They got themselves into that mess with Fallout 3, and now they doubled down on it.
 
Honestly it would have made infinitely more sense if the Institute were pro-transhumanism. At least then developing such advanced biotech and cybernetics would logically be on the agenda, instead of being hand-waved with a bunch of vague nonsense--as they string you along with quests under the pretense of eventually answering it once you've officially reached the inner circle. Apparently becoming the director doesn't mean I'll be told why we do anything ever whatsoever. No wonder Shaun was so stupid, he was indoctrinated by people who can't even bother to have an ideology. Might as well be mirelurks. At least I could project something interesting onto those 'Creature of the Black Lagoon' looking mofos...even if the multi-species symbiosis is kind of weird.
 
Yeah, the Institute not having any sort of plan really hurt the faction.

I mean, the Think Tank was also doing science for science's sake, but that was the point, what they did was useless at best, highly dangerous at worst, because they were already assholes as human beings, and now they are half insane on top of it all.

The Institute never gives this vibe. The narrative very much treats them as a valid faction that has a point and a plan, except it never bothers to explain it all. Why did they spend a century churning out hundreds, if not thousands, of Super Mutants? No reason. Why even make Gen 3 Synths if they are so anti transhumanism? Why even interact with the surface world if they think it's hopeless up there? Why even send Gen 2 Synths to patrol the surface and kill anything on sight? ''Because we can''? That works when you're designing a one-off villain to a DLC, not the faction that is arguably the most central to FO4's plot and world building (such as it is).

Cripes, even Fallout's very own Nazi expies had a plan. Even the Mutants in Fo3 had a plan. The Institute apparently does mad science for the sheer lulz of it.
 
Fallout 4 had a bad everything. ('Cept the soundtrack that's my jam).
I dunno. Characters look far more distinguished now that they changed the character editor. There's also some great environmental design and background writing (terminals).
 
This plot makes me completely unmotivated to finish this game

Plots in Bethesda games exist solely for the reason that it is accustomed to have one, not because it should form the backbone, drive and reason for the character to be out there doing the things he does. 'S why they always fucking suck.
 
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