Thoughts on Fallout 4

I brought Fallout 4, yes. And I was literally yelled at for it and got into an argument about it, w/e. My money, I could take the hit, and by then it had sold millions of copies. I wouldn't be noticed.

And I hated it, for the most part. The intro is grating. America is HELL by 2067, much more by 2077; and god damnit we should be blind, and definitely shouldn't get a invite to Vault Tec (which was full already and even being ignored by 2077), and damn 't-60' armor to hell. Damn having a family and a preset story. I did not want to go after Shaun but to advance the story, I had to. I had to go after Kellog who killed the wife or husband I don't care about, and chase for a baby I don't care about.

Hell, trufax, I thought that the Institute would be this sort of morally grey faction, not important enough to be a main faction - since in 3 they all are but painted as isolationist assholes - yes, and we could shaft them in some sort of high tec dungeon crawler. And that sort of happened, but to me, it was undercooked and over emphasized.

Damn the Brotherhood and Mutants for appearing. Again. They've been in *every* game as a major element when they shouldn't. It waters down everything from 1 and 2. The BoS was decaying in the face of change they could not accept. The Master only made a few mutants, which was a threat back when the Core Region barely had people, but they should had disappeared by 2260, IMO, and no, the only place that had FEV, to me, was Mariposa. Not Vault Tec, not the Institute. I saw the trailer, but because there were no markings, I thought it might had been the institute, but then came the airship, and I remembered Tactics.... At least the Enclave didn't show up.

Damn the scaling enemies. I should be able to grow past threats, and face new threats further on. I shouldn't have to worry about supermutatedradioactiveacidic radroaches near the vault. Doesn't fit. And damn the perk-'skill' integration and simplification. NV did it well. Why change it?

But I did like:

The character creation, the appearance of the character in particular. I think we can all agree, that if it was a good RPG that didn't clam you up with a preset backstory, we would gush over the character designer. It works.

The Minutemen as a concept. Normal humans, somewhat inspired by the old world, to do better. That's what fallout *is* to me. Mankind overcoming their hell, learning from it (hopefully) and advancing. The fact that they got shafted in the BACKSTORY by the institute was a real kick in the gut, but not enough to goad me to invest myself in their wonky storyline. I don't need to repeat the meme.

The crafting was fine and intricate. Even the guncraft, because sure, we'll be making guns after the end. It could had benefited, however, from a more standard set up of skill tiers and prereq knowledge, but ah well, even going on quests for true masters to learn their secrets. Settlements are up there, but the fact we can run around and repopulate the waste singlehandly is too messanic. We should have the choice of some places, but can only invest in one place/settlement we can grow attached to, and it should not be mandatory. If our character, if we see fit, wants to help rebuild the waste in such a handson way, sure, we should be able to do so. But we shouldn't be the Johnny Cityseed of the wastes.

How Power Armor worked, save for the constant decrease and search for fusion cores.

Cait, Piper, Nick - they fit. (Dogmeat was pandering, however, straight up.) I put a lot of stock into good NPCs and good AI, since I mostly play single player games. I have put down a lot of games because of the lack of NPCs or Companions, from Minecraft to 7DtD.

Otherwise, I can keep adding 'damn X'. The lack of skillsets, the 4 choice dialogue, the DLC shafting.... How Bethesda is harvesting the fanbase to protect itself. How we get power armor and fight a deathclaw three levels in - the damn thing should be at the end of a tough dungeon, a reward for effort, not a gift. The story, voiced protag.... Mama Murphy and pskyers in general (turned me off of Underrail, that does. Esp/Psi 'Scientific Magic' has to fuck off), so many important characters who cannot die....
 
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Liked: Gunplay(Better than 3 and vegas), Settlement Building(Although it should never be included in any real Fallout games)

Disliked: Story, Factions, Lack of character customisation options, dialogue wheel, writing, lack of interesting settlements, pointless rettconns, voiced protagonist, character background, overuse of Power Armour, Supermutants being generic monsters, Raiders having no personality, Gunners shooting on sight, Forged shooting on sight, lack of meaningful choices, ending, ect.
 
Eh? In what way? The avatar's appearance or the backstory? Cause the appearance customization was great.

Other character customisation suffers in Fallout 4, for example you can't play as a stealthy character without first killing loads of people to level up.

EDIT: I think also in terms of lack of skills in general and how it's only Charisma that affects conversations in the main game.
 
I brought Fallout 4, yes. And I was literally yelled at for it and got into an argument about it, w/e. My money, I could take the hit, and by then it had sold millions of copies. I wouldn't be noticed.

And I hated it, for the most part. The intro is grating. America is HELL by 2067, much more by 2077; and god damnit we should be blind, and definitely shouldn't get a invite to Vault Tec (which was full already and even being ignored by 2077), and damn 't-60' armor to hell. Damn having a family and a preset story. I did not want to go after Shaun but to advance the story, I had to. I had to go after Kellog who killed the wife or husband I don't care about, and chase for a baby I don't care about.

Hell, trufax, I thought that the Institute would be this sort of morally grey faction, not important enough to be a main faction - since in 3 they all are but painted as isolationist assholes - yes, and we could shaft them in some sort of high tec dungeon crawler. And that sort of happened, but to me, it was undercooked and over emphasized.

Damn the Brotherhood and Mutants for appearing. Again. They've been in *every* game as a major element when they shouldn't. It waters down everything from 1 and 2. The BoS was decaying in the face of change they could not accept. The Master only made a few mutants, which was a threat back when the Core Region barely had people, but they should had disappeared by 2260, IMO, and no, the only place that had FEV, to me, was Mariposa. Not Vault Tec, not the Institute. I saw the trailer, but because there were no markings, I thought it might had been the institute, but then came the airship, and I remembered Tactics.... At least the Enclave didn't show up.

Damn the scaling enemies. I should be able to grow past threats, and face new threats further on. I shouldn't have to worry about supermutatedradioactiveacidic radroaches near the vault. Doesn't fit. And damn the perk-'skill' integration and simplification. NV did it well. Why change it?

But I did like:

The character creation, the appearance of the character in particular. I think we can all agree, that if it was a good RPG that didn't clam you up with a preset backstory, we would gush over the character designer. It works.

The Minutemen as a concept. Normal humans, somewhat inspired by the old world, to do better. That's what fallout *is* to me. Mankind overcoming their hell, learning from it (hopefully) and advancing. The fact that they got shafted in the BACKSTORY by the institute was a real kick in the gut, but not enough to goad me to invest myself in their wonky storyline. I don't need to repeat the meme.

The crafting was fine and intricate. Even the guncraft, because sure, we'll be making guns after the end. It could had benefited, however, from a more standard set up of skill tiers and prereq knowledge, but ah well, even going on quests for true masters to learn their secrets. Settlements are up there, but the fact we can run around and repopulate the waste singlehandly is too messanic. We should have the choice of some places, but can only invest in one place/settlement we can grow attached to, and it should not be mandatory. If our character, if we see fit, wants to help rebuild the waste in such a handson way, sure, we should be able to do so. But we shouldn't be the Johnny Cityseed of the wastes.

How Power Armor worked, save for the constant decrease and search for fusion cores.

Cait, Piper, Nick - they fit. (Dogmeat was pandering, however, straight up.) I put a lot of stock into good NPCs and good AI, since I mostly play single player games. I have put down a lot of games because of the lack of NPCs or Companions, from Minecraft to 7DtD.

Otherwise, I can keep adding 'damn X'. The lack of skillsets, the 4 choice dialogue, the DLC shafting.... How Bethesda is harvesting the fanbase to protect itself. How we get power armor and fight a deathclaw three levels in - the damn thing should be at the end of a though dungeon, a reward for effort, not a gift, the story, voiced protag.... Mama Murphy and pskyers in general (turned me off of Underrail, that does. Esp/Psi 'Scientific Magic' has to fuck off), so many important characters who cannot die....


Hey I told you not to play it :whatever:
 
Other character customisation suffers in Fallout 4, for example you can't play as a stealthy character without first killing loads of people to level up.

EDIT: I think also in terms of lack of skills in general and how it's only Charisma that affects conversations in the main game.

Oh, yea,agreed.

Hey I told you not to play it :whatever:

Nah, nah, it wasn't you, it was some other bloke I think.
 
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