I always wonder why these people play RPG in the first place.
Have you ever played the original Deus Ex? I think it came off much more of a RPG than a lot of other so called 'FPS/RPG' or 'RPG Shooters'.
Encumbrance isn't really a huge thing to fans of that genre- and to be frank, I think Fallout 4 is closer to Deus Ex than a lot of the other hybrids.
It's a hell of a lot better than Deus Ex 2 anyway.
I know that I am bit unfair right now, as most games even F1 and F2 have a relatively tight narrative when it comes to the
Mc Guffin. And I guess your child as reason is as as good as everyhing else. The difference though, is that both F1 and F2 allowed you to play the game with a lot of nuances writen either in to the main quest or the side quests. Something that Fallout 4 doesn't really offer to you as the player, simply because of how limited and extremly narrow the dialog is in the game. Most of the options you have are either
Kill enemy XYZ for us, or
Don't do the quest now. Sometimes with a skill check to get more caps out of it.
Spot on. I agree completely.
Despite this, though, Fallout 4, is starting to grow on me. It's no New Vegas (let alone Van Buren), but I don't dislike it.
I think it's because I think of Black Isle and Obsidian as one "GM" and Bethesda is another "GM". Two different campaigns- campaigns out East tend to be very dynamic, with the GM often letting you do what you want and be silly. Campaigns out West are more 'serious' in that the GM is less experienced and so wants to follow what's in the book more closely. "No, you can't run your own electoral campaign and become mayor. The book says you guys are supposed to either kill the corrupt mayor or expose his crimes to let John C. become Mayor"
Black Isle's three Fallouts (Van Buren, not Tactics), Obsidian's New Vegas, and Bethesda's Fallouts are all the same in that they're attempts at bringing a pencil and paper RPG onto the computer.
Just about every PnP Campaign requires a main quest- an objective. Something that gives us a reason for the game- be it to free the land of an evil wizard, save your werewolf sept, or to become the most profitable Runners around etc.
They all had to fill in our character's backstory too. Raised in a vault, a prisoner (in)correctly convicted of a crime, trying to get your child back etc. The backstory of Fallout 4 isn't all that restrictive- you're married, and have had a child. You were in the army. That's about it, really. I haven't seen anything in Fallout 4 that says you couldn't have been dishonorably discharged, court martialed, a war hero or an officer, hell, I'm pretty sure grabbing the "Medic" perk early on could justify just being a cook in the army etc.
In fact, you can probably play Fallout 4 as if you're a psychopath who only pretended to love your spouse.
The real difference between Black Isle/Obsidian and Bethesda is how they run their campaigns.
We know from the Van Buren leaked documents how Interplay approached the games. They couldn't account for everything players would want to do or try (like in an actual PnP session), so they broke it down into archetypes. Though they did also try to let you ask anything in Fallout 1 to the talking heads.
They essentially created a game for 3 or 4 archetypes:
- The warrior player can solve Quest 3 by doing X. Quest 4 can be be solved by doing Y.
- The charismatic player can solve Quest 3 by doing B. Quest 4 can be solved by doing C.
- The intellectual player can solve Quest 3 by doing X or B. Quest 4 can be solved by doing D.
They also provided ways for each archetype to earn XP. Shady Sands for example:
- The warrior can kill radscorpions
- The charismatic can talk the raiders into giving back Tandi
- The intellectual can help with the crop rotations
Bethesda on the other hand doesn't seem to follow this approach. It's more like they just took the warrior archetype and came up with Quests and then solutions. Then they went back and looked for opportunities where intellectuals and charismatics can influence how things play out.
And the moment you try even to steer away, evn just a little from it, it starts to fall apart. The game expects from you to peform certain actions, for example, a point where the game simply expects from you to have dog meat around and if you don't, he magically appears, or where certain options become only available if you have a certain NPC/Companion around - see Kellogs home and the investigation. Fallout 1 and 2 have been a lot more open in your choices, and the dialog of the game and NPC reaction reflected that.
You're clearly meant to play a caring, honourable war veteran that is well experienced at combat. It also suffers from a lot from what other modern games do too- the sheer
body count you're expected to rack up throughout the game. Combat (with guns) is a core feature, so they throw hundreds of enemies at you. New Vegas seemed a lot better at this, but that's probably because there were so many more quests that existed that didn't require (or expect) the use of guns.
Despite myself though, I think Fallout 4 is a lot better than Fallout 3.
Except the damned dialog wheel. Christ, I hate how every dialog option is essentially "Nice/Mean/Unsure(Sarcastic)/Question?".