What faction did you pick in Fallout 4

What Faction did you pick in Fallout 4

  • BOS

    Votes: 16 36.4%
  • Institute

    Votes: 14 31.8%
  • Railroad

    Votes: 5 11.4%
  • Minuitmen

    Votes: 9 20.5%

  • Total voters
    44
When it comes to fallout 4, the faction I ultimately chose, was NMA.
Same. The inability to come to a peaceful solution and requirement to murder entire factions for no logical reason is ultimately why I came to despise Bethesda.
Same here. Fallout 4 is the game that made me join NMA.

Fans of Fallout 4 hate RPGs, and Bethesda wants to get rid of the fans of Fallout 1, 2, 3, and New Vegas entirely and replace them with pure casual FPS fans. It's the only explanation for the direction of the game.

There's a youtuber who said something that is very telling about Fallout 4. He said that he does not get along with RPGs - he just doesn't like them at all and never really plays them. But he then went on to say that he "really liked" Fallout 4. It just goes to show that Fallout 4 fans are not RPG fans, which is a complete betrayal of what Fallout has been about all along.
 
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The Atom Catz. At least that faction had some f*&king passion for something! They modify power armor all day and they love it.

Everyone else just seems to be disaffected character actors in a Truman Show esque reality where my character is supposed to not be let on that it's all an act but he totally does because everyone is acting so atrociously around him.

Like with Skinny Malone's third diatribe about sleeping with the fishes, all I wanted was a dialogue option to just flat out tell him, "Okay, dude, are you for real? O-or is this like a bit you are doing? Or are you truly that oblivious to how pathetic you're coming off as? Why? Who behaves like this? What is going on!?"
 
The Atom Catz. At least that faction had some f*&king passion for something! They modify power armor all day and they love it.

Everyone else just seems to be disaffected character actors in a Truman Show esque reality where my character is supposed to not be let on that it's all an act but he totally does because everyone is acting so atrociously around him.

Like with Skinny Malone's third diatribe about sleeping with the fishes, all I wanted was a dialogue option to just flat out tell him, "Okay, dude, are you for real? O-or is this like a bit you are doing? Or are you truly that oblivious to how pathetic you're coming off as? Why? Who behaves like this? What is going on!?"
Fuck yeah, Atom Cats rule. I honestly like them, and I think the whole "power armours are basically everywhere" thing could have been a lot better. People modifying power armours, using them for construction and farm work or just for fucking around like the Atom Cats... Well, there was that Brotherhood lass that used a PA frame as a leg prosthesis, so there's that.
The whole power armour thing could have been much deeper, anyway. Even the fusion cores could have been made lore-friendly: The old internal reactors were slowly running out, so any new frame you find you'd have to jerry-rig first so that it accepts commercial fusion cores that run out a lot faster.
Oh, and more PA Greaser gangs, goddamnit. They are a beacon of Cool in a world of Not Cool. Now that's something they should make a DLC about.
 
The Railroad, because honestly they're the only ones who offer an actual unique reward (that being the incredibly overpowered ballistic weave).

On my first playthrough, I can across a battle between a BoS patrol and some super mutants a bit after killing Kellogg which resulted in a downed Vertibird and a dead knight. Taking advantage of the confusion, I stole the knight's Power Armour and high-tailed out there, having now obtained the only thing worth doing the BoS questline for.

I didn't realize the Minutemen were an actual option as I'd abandoned Preston and his back in Sanctuary when I moved to Diamond City, so he's probably still there looking for someone to help all those settlements.

The Institute was actually the first faction I seriously considered betraying the Railroad for. Though it may have resulted in the deaths of the 5% of people on the surface who weren't raiders and the slavery of synth-kind, their technology was so stupidly overpowered that they had a real shot at creating a utopia; even if they disagreed, I correctly predicted that I'd eventually get the chance to become Director anyway, circumventing the issue.

At this stage, I had also learned through various websites about what the various factions offer as rewards (an alternate fast travel system for some reason, a "bomb here" grenade a bootleg version of which you could get from a submarine, etc.) and chief among them was the Institute Power Armour paint, since this ended up being a Power Armour build and I needed an Intelligence boost.

In the end, what put me off the Institute was the companions; X6-88 is just pure unadulterated edginess and I liked Deacon for being almost witty at times. I'd also seen what happens if you side with them, which is to say fuck all, and I wanted to maintain the illusion of roleplay and not have to deal with a situation where Piper and Nick would tell me about how disappointed they were in me without any actual consequence being shown.

TL;DR Railroad because it's the best balance between rewards and illusion of consequence
 
The Brotherhood of Steel, Ad Victoriam!

The other factions can't really offer the same long-term stability that the Brotherhood can. I agree with most of their policies, at least on the surface, except for Synths which I have mixed feelings on. For one Synths have absolutely proven to be devastating weapons, case in point when a Courser butchers it's way through a heavily defended building without breaking a sweat. On the other hand, I can see the argument that Synths can be human as well, such as Paladin Danse who genuinely believed he was a human being, and even after being revealed as a Synth was still loyal to the Brotherhood's cause. I suppose it really boils down to whether YOU consider Synths to be real people or not.

Other than that, I'd feel much safer under the rule of the Brotherhood than the Minutemen who are constantly getting their asses kicked, or the Railroad who have no real long-term plan for the Commonwealth, or the Institute who use innocent people as guinea pigs in their experiments and send androids to infiltrate society.
 
The BOS, because while extremely simplistic in execution they are the only faction in the game with a clear goal and structure. The other ones seem put together at the last second with the Rail Road being completely stupid, the Institute being underwhemingly underdeveloped and the Minutement barely being anything at all.
 
The BOS, because while extremely simplistic in execution they are the only faction in the game with a clear goal and structure. The other ones seem put together at the last second with the Rail Road being completely stupid, the Institute being underwhemingly underdeveloped and the Minutement barely being anything at all.
Agreed. Even if their goal involves 'kill Institute because technology not owned by us is bad' which is stupid and somewhat hypocritical.
 
Brotherhood of Steel.

What they fail to consider is that some of us were raised on Terminator movies and live in almost constant, crippling fear of a robot uprising.

Some of us were raised on anime and are used to the idea of robots having "souls". Even so, I still ended up siding with the Institute because of Emil's piss poor forced player characters. I couldn't realistically see either Nate or Nora (if they were actually characters, rather than caricatures, like everyone else in the game) abandoning their son after searching so desperately for them and finding out that that they only have a few days/weeks of time to spend with them before they die due to a terminal case of plot-itis. Whatever your moral position on the Institutes seemingly schizophrenic and confused (yet for some reason rigidly dogmatic) view on synth free-will is - barely halfway into their questline and they make you the next director. So fuck it... who cares, at that point? You're soon to lead the Institute, and if you don't like how they treat synths or operate in commonwealth - you can work to change it. Meanwhile, they have the tech on hand to either rebuild the commonwealth with far more purpose and effect than any other faction, or to dominate it and bring it under control by any means necessary.

It's the only option that makes even the slightest bit of sense. The railroad has no long-term goals. The Minute Men are only interested in rebuilding and promoting the general security, and can be allied with regardless of other loyalties. And the BoS are presented as merely one dimensional technophobic crusaders (rather than isolationist technopreservationists).

Also... why are the Brotherhood even butthurt about synths, when they're apparently a-ok with cybernetic augmentation? Don't you get augmented *in a Brotherhood facility* in FO2? Aren't they perfectly fine with your - damned more machine than man - Courier in New Vegas? Didn't the East Coast chapter have an actual barely-human cyborg (Star Paladin Cross) already working for them, even well before Lyons went all wasteland savior and caused the schism with the outcasts? How do synths represent any more of a "danger to humanity" than heavy cyberization? Isn't cyberization (Kellogg) a line that even the Institute wouldn't cross after Father took charge? Doesn't that seem to imply that it's a greater threat than synths? But the BoS is ok with that, and even augments certain useful wastelanders.
 
Some really well thought out and well articulated things.

You make a lot of sense and the objective, sane and reasonable part of my brain agrees with you 100%. I just have an innate distrust of machine sentience in all it's forms. In real life, this manifests itself in cute little innocent things like making stupid half-joking remarks about this https://en.wikipedia.org/wiki/Tay_(bot) being the progenitor for SkyNet and finding this...



...absolutely fucking hilarious (not to mention fantastic for masturbation). In a video game setting, where artificial intelligence actually exists, a faction like the East Coast BoS that wants nothing but to destroy it appeals to me greatly (even if it is a flat, muted cardboard caricature of it's predecessor).

In all seriousness though, you make a great point and it is one that has occurred to me. The Institute pretty much hands you the keys to the castle. If you like them, then great. If you don't like them, that's great too, you can change it from within. It pretty much breaks what should've been a tough choice. This obviously didn't occur to Emil.
 
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Some of us were raised on anime and are used to the idea of robots having "souls".

Ew, anime.

I couldn't realistically see either Nate or Nora (if they were actually characters, rather than caricatures, like everyone else in the game) abandoning their son after searching so desperately for them and finding out that that they only have a few days/weeks of time to spend with them before they die due to a terminal case of plot-itis.

I don't know, personally, I felt that seeing as Father was nothing like the Shaun they used to know (i.e. a baby) he might as well have been dead to them. Though, admittedly, I plowed through pretty much through most of the main quest without paying too much attention to my own character's dialogue.

I saved a lot of neurons that way.

Also... why are the Brotherhood even butthurt about synths, when they're apparently a-ok with cybernetic augmentation? Don't you get augmented *in a Brotherhood facility* in FO2? Aren't they perfectly fine with your - damned more machine than man - Courier in New Vegas? Didn't the East Coast chapter have an actual barely-human cyborg (Star Paladin Cross) already working for them, even well before Lyons went all wasteland savior and caused the schism with the outcasts? How do synths represent any more of a "danger to humanity" than heavy cyberization? Isn't cyberization (Kellogg) a line that even the Institute wouldn't cross after Father took charge? Doesn't that seem to imply that it's a greater threat than synths? But the BoS is ok with that, and even augments certain useful wastelanders.

I don't know if this was actually ever said in-game, but synths are dangerous. They're a race indistinguishable from our own but superior in every way whose history is one of violence and infiltration and who have come to see humans as oppressors; even if they didn't coordinate to attack, they would still have the potential to cause a lot of deaths on their own.

Though as far as I'm aware, the BoS in-game only hate the synths for spiritual reasons. "Machines shouldn't have souls" and all that.

They're basically a religion.
 
Well i really didn't like the idea of building sentient machines with survival instinct who are not bound by limits of evolution. It's just a recipe for disaster. They don't even need be malicious to lead to our extinction. By far the majority of beings(be it human or animal) went extinct because of us; even though we didn't meant to. Since they simply couldn't accommodate themselves to the changes we cause.

Hence i sided with BoS because it has the only mature piece of writing in the game.
 
I don't know, personally, I felt that seeing as Father was nothing like the Shaun they used to know (i.e. a baby) he might as well have been dead to them.

Maybe it's because I played as Nora. She would likely have had a much stronger bond with him, even with never having known who he would become as a person, because she carried him for nine months and went through the pain of labor for him. It just strikes me as odd that she wouldn't want to at least stick with him until he passed, even if he was a bastard, if for nothing else than as the last flickering spark of the life she used to have.

Which is part of what makes little "synth Shawn" such a baffling turn of events. Never mind the absurdity of Father telling you literally the whole time you know him that Synths are just very convincing machines... yet in his final breath asks you to love this new model synth as if it was your real child. Wait what? Consistency much? Can you imagine someone coming in and killing your family member, and then replacing them with a robot and saying - "it's all good, I got you a new one". It doesn't matter if they're a perfect replica or not. They're still just a replica. They're not the one you lost. And their looking like your lost loved one would just be a constant reminder of your loss - preventing you from ever truly getting through the grieving process since that reminder is always there re-opening the wound. It's grotesque. How could anybody think that's appropriate? How could you see that as anything other than an act of supreme cruelty? Literally any other synth child would have been a better option, because at least that's a chance for a new start with this machine-child being it's own entity and forming a new bond. Either Father was supremely autistic, or he fucking LOATHED Nora and hid it fairly well.

Though, admittedly, I plowed through pretty much through most of the main quest without paying too much attention to my own character's dialogue.

I saved a lot of neurons that way.

See, I did a low int run, by which I mean I was actually dumb enough to pay attention and try to follow that train wreck.

I don't know if this was actually ever said in-game, but synths are dangerous. They're a race indistinguishable from our own but superior in every way whose history is one of violence and infiltration and who have come to see humans as oppressors; even if they didn't coordinate to attack, they would still have the potential to cause a lot of deaths on their own.

Yeah, it's said several times, but it's never shown in actual gameplay. There's that one mission where you have to recapture that synth-turned-bandit-king, but he's never shown as ever doing anything a regular raider couldn't have accomplished on his own. Part of their ability to pass so well as human, is that they exhibit all the same limitations as regular humans. If they took advantage of their power, they'd be outed instantly... and since the synths themselves are getting mind wipes, they don't even know they have super-human abilities. What lesson about the dangers of synths am I supposed to learn from that? That they're doing the same shit apparently 90% of the regular humans are doing anyhow?

Coursers are built up to be these kinds of "Terminator" type super-soldiers, but they're barely more powerful than any other enemies in the game. Oh, wait, they can turn invisible... but then, so can any asshole waster with a stealth boy. Stronger and more durable than any human? What about a human in Power Armor? The BoS doesn't seem to be the slightest bit concerned that I have a three-story garage packed full of Power Armor in every shade of recolor in the game. They're not harassing raiders to get their power armor. They're not busting down the doors of Diamond City to confiscate Arturo's weapons. They don't give a fuck. They're not acting like they should, to be consistent with both the lore and their own damned storyline. If you join them, they give you your own suit of power armor. Hmm.. uh, yeah.. thanks. I'll just throw it on the fucking pile with all the others. (But if Bethesda had written them to act properly, no player would want to join them - because they'd be harassing the player for their own tech, and only maybe give it back once you've proven you're trustworthy and capable to join their ranks).

And none of this addresses the BoS being ok with Cyborgs - which present exactly the same threat (even the threat of being hacked and taken over, or blackmailed) as presented by the synths. Ghost in the Shell and Deus Ex are some of the latest in a long line of media which has already handled this topic, and in a much better way than FO4 ever attempted. But maybe there just aren't enough cyborgs around to make them "swarm" human settlements the way synths can. Oh, but what's this, the Automatron DLC which is setting up pretty much this exact scenario except with generic robots... and the BoS doesn't give a single fuck about this abuse of tech. They never try to stop the Mechanist. Surprise, surprise.

Even the stories of "abductions & replacements" seem overblown a bit. There are only two times that I've seen in which you actually see it happening, and in one of them - the Institute is trying to reason with the guy and ask him nicely to come along. They just stand outside his door and whine about how he's not cooperating. It's up to YOU to decide whether to convince him to come along willingly, or to abduct him by force, but the institute agent themselves seem hesitant to actually abduct the guy. So how many of these other kidnappings are just people going along willingly because they can offer something to the Institute? There's Art, but that makes no sense, because he was somehow cloned and mind transferred even before the institute kidnapped him? And the synth didn't seem to want to replace him, the human Art started the fight. Synth Art was just trying to save himself. So was Art abducted, cloned, and then released?

Sure, in the past, abductees were used to make Super Mutants... but that's not any inherent fault of the Synth. It's not their nature. Their nature seems to be to run away and live their own lives in peace, since that's what they keep doing despite supposedly being programmed not to.

Don't feel obligated to respond to this wall of text if you don't want to. I've already given this piece of shit far more credibility than it probably deserves just by taking the time to pick holes in it.
 
Minutemen, because I wanted a faction that was kind of like The Rangers [I say this very loosely], and because I could end the game without destroying BOS or Railroad. However, the quest-line was too connected to building settlements, and Preston sucks.

Can I talk about how weird and dumb The Railroad are? The underground railroad was not actually underground, Bethesda. And why do many of them have boxcar hobo names? I find that very, very strange.

If there's a group I really felt any kind of connection with, it was briefly with the ghouls of The Slog. I'm a sucker for down on their luck ghouls, and it helped that most of them have names! Why couldn't more settlers have names? It makes caring about them so much easier. Speaking of which, I really liked Arlen Glass, a ghoul that gives you a fetch quest for toy parts, and you learn about his daughter and wife who went missing during the nuclear war. You can even give him some closure by giving him a holotape with his daughter's voice on it. Afterwards, he left me a Giddyup Buttercup toy as a thank you. All of his similar grief over a lost child made for an interesting connection to the main quest; a nice little parallel story. I was surprised he didn't become my companion, because the quest and interaction had the feel of a soon-to-be sympathetic follower a la Raul.
 
The Institute for the longest and most fleshed out quest chain. And the fact that I didn't want to nuke anyone unlike bethestarded writers predicted.
 
I went for the Brotherhood of Steel, because they are an interesting faction, I liked the militaristic atmosphere and the Prydwen.
I didn't go the for the Institute because I found them boring and shallow, and not really explaining their true goals other than saying "we are humanities only hope!" over and over again.
I can't see why I would go for the Minutemen alone when I could side with them and another faction, and I don't want to help settlements.
I disliked the Railroad because they just seemed infantile.
Irwin John Finster summed it up well:
I wouldn't pick Railroad because the super secret password to their super secret hideout is "Railroad"
 
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