Jogre
So Old I'm Losing Radiation Signs
Except the defined background is so vague that it doesn't allow for interpretation of a pre-written character.And Fallout 4 does the same thing, by virtue of providing a defined background.
It has nothing going for it as a Witcher style RPG. At least Geralt was interesting, which made the style of RPG the Witcher is. Sole Survivor has literally nothing going for them beyond "SHAUN!" or "I was once a soldier/lawyer"
"I am perfectly rational in my preferences. Anyone who disagrees with me is motivated by irrational hatred"I wonder, did Bethesda come and violate you personally for you to have an irrational hatred of them?
"You take over at the end, so we can just ignore that the entire basis of this faction is flawed, and that they would otherwise have nothing going for them."That's why you get the mantle of leadership at the end, at Shaun's insistence, and can turn it around. It's kind of part of their selling point.
If the only way to make a faction a plausible choice and not completely insane morons is the prospect of you reforming them, maybe, just maybe they are a badly written choice.
So instead of utilising upgraded Mr Handies, or miniturised ZAX's they use workers that could easily run away and go rogue.Workforce, kiddo. Kind of the whole point of synths, repeated every single time.
Isn't it a waste of resources to make fully sentient workers, when the Fallout universe has computers literally able to make artificial personalities of former presidents(John Henry Eden and his modelling himself after Abraham Lincoln). There is literally no reason Synths need to be sentient to do basic mining work.
I mean, alternatively they could have just shown the various stages, but working slowly, instead of making them repeat them indefinitely to give the idea that this is a regular thing, but y'know, that would require actual thought being put in to the implications of what's being shown.Also, you do realize that it's a looped animation to spare the player the need to wait for half an hour or the whole day, right? Repeat after me: Technical. Limitation.
[/QUOTE]Again, part of the story. The Institute is extremely advanced and prosperous, but lacks actual leadership that would unite it. The gorillas are part of it: A pet project of BioSciences, because there's nobody to step in and tell them to shut the fuck up.
Once again ""You take over at the end, so we can just ignore that the entire basis of this faction is flawed, and that they would otherwise have nothing going for them.""
"Showing not telling"Why waste a good mutant when you can set it loose on the surface and make it distract the surface dwellers from you?
Because, as the game explicitly shows, if the Commonwealth unites, the Minutemen will try to take the fight to the Institute. Because, you know, showing, not telling.
In other words the game literally didn't imply this was the reason they sent Supermutants to the surface at all, but you are going to assume that's how it works, because you want to believe the writing is clever.
Fair point, I accept that as proof.Kells: "Now, before we launch our attack on the Institute, we need to address another threat... the Railroad. They're a small, but capable group that uses subterfuge and guerilla tactics to harass their enemies. Our tactical analysis says they could possibly hamper, or harm our operations which is a risk I'm not willing to take. If we strike them now, we should be able to maximize the amount of damage we do to their organization."
Survivor: "Hit them before they hit us. I like it."
After: "Precisely. Destroying the Railroad hinges on completely eliminating their leadership, otherwise they'll simply regroup somewhere else."
and
Survivor: "Why is the Railroad such a threat?"
Kells: "Even with their relatively small numbers, the Railroad is a constant threat to our operations. They've already proven to be resiliant against superior forces, with a knack for disappearing when cornered. Worse still, they possess the capability to help synths flee the Institute. If we intend to end the synth menace, we need to plug the leaks."
I mean, it shows some level of interaction between factions, even though compared to every other Fallout game that's very ,very basic and is two factions directly opposed to each other so they'd inevitably have to have some level of interaction.
But maybe there is some amount of thought put in to this. Not much, but some.
Simpler solution: Don't piss off the surface.Yeah, because the invasion of the Institute by a pissed off militia backed by an organized Commonwealth is totally not an example of why the Institute tries to keep the surface disorganized.
If the Institute never wanted to get involved with surface affairs, they should have stayed anonymous.
I mean, there is literally no reason for them to have gotten involved in the surface in the first place to be perfectly honest.
I mean, saying the writing is clever because "The Minutemen shows why the Institute are afraid of the surface" isn't really that good of an arguement, because all it shows is that the player, as the awesome Mary Sue General of everything that Bethesda makes him can have an independent option to overthrow the Institute."Overthinking."
lol
OVERTHINKING.
The only example I've seen is that the Brotherhood is aware the Railroad is a threat.Plenty, but you won't listen, will you?
That's as basic as you can get in faction to faction interaction. A faction being aware of the threat of another faction. Any writer above mediocre level could write that.
In New Vegas every town, every tribe, every faction had some interest in the wasteland politics. In Fallout 2 towns all over the Wasteland were being dragged in to Reno politics through Jet, with pressure in many others to join the NCR.
By comparison, in Fallout 4 the two major factions are aware of each other and how much of a threat they are to each other. Not much of an interactive world, but a basic level I guess.
I fail to see how "Guy is thing he hated" cliche followed by "Either let him die, or don't, with no actual cost to letting him live and carry on as a companion" is Fallout at its best.It's kind of a shame, to be honest. You're missing on the Danse story arc, which is Fallout at its best.
Plus, afterwards Danse becomes confusing AF simultaneously hating the idea of helping Synths and hating the idea of hindering them, and instead of addressing this discrepancy and making it part of his character it's brushed under the rug.
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