Critical looks into the prewar and other minor details

Post » Thu Mar 03, 2016 6:29 pm

Fallout 4 is a good game. So now that that's out of the way, down to the minor critic and breakdown as promised.



1). The prewar segment. I like the idea of a cryo-soldier from the past. What I don't like is attachment I'm supposed to form with my dead spouse and missing son. I knew my spouse for about five minutes or so. Why should I care he/she is dead, Bethesda? I know I made him/her and all, but I don't really care for him/her. I honestly cant wait for them to die, just because I can not care for some random man or woman who may or may not have had a child with me. Then there is Shaun. Shaun is an android-eske child I like why exactly? I heard rumours that the prewar section was supposed to have been longer, akin to the into of Fallout 3, but with heightening tensions instead of a growing child. Also having a few hours pass after the Vault-Tec rep's visit might make me dislike that section less. It makes me feel like the game was rushed for an earlier release.



2). How in the hell does the female protagonist know how to pilot power armour when its her husband who was the soldier? I get it just assumed that he taught her somehow at some unknown point, but again this feels like another point that should have been covered in a time before the war during a view into why they fell in love, married, and had a child. I get you're trying to let people provide their own reason, but it doesn't feel right.



3).Combat Zone. I assume that more will be added to here in wasteland workshop, but this feels like wasted potential, and if it is in later DLC, then why not part of the base game in the first place? I mean there are unused dialog files for Tommy Lonegan that could have made this place special, instead of the usual "kill everything" location.



4). Why is pacifism not an option? New Vegas, where your goal is to kill the guy who shot you in the head (twice) can still be beat without firing a single shot. I know it's based on two systems Fallout 4 doesn't have, but still it feels wrong.



5). So many more weapons from the older games could be incorporated, including weapons that would make sense from the D.C. area. I mean how are some weapons just staying in one area when we have people from D.C. in Boston, who would have needed some way to get here safely and defend themselves.



6). What is up with the X-01? It is mark two Enclave power armour in every sense. invented decades after the war, and hidden away till they made their move to resume ruling the wasteland.



7).Jet. Seriously this may be my biggest gripe. It was invented after the war in New Reno around 2240, and is made from Brahmin crap. How does it get mentioned/used by people in 2077?



If you have another point to add or a disagreement, go ahead! This is a forum after all!

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Vincent Joe
 
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Post » Thu Mar 03, 2016 6:33 am

1) On my play throughs so far I've had trouble getting away from playing the loving parent character. I do find myself having trouble role playing characters that don't care about the child. But I guess that was the point of doing a voiced protagonist and Beth trying to tell a more structured story


2) companions with presumably no PA training can get into PA. So can raiders, and settlers apparently. Seems like just one of those decisions they made from a gameplay perspective. I don't like the PA being so accessible. But I'm not gonna let that ruin my FO experience either. I like fighting the raiders in PA an interesting enemy. I hope the bring back PA training in future games


4) you apparently can do this. Although you have to be ok with letting companions do some killing I think. Articles were written about it. Definitely not advised although.


7) I love jet. Idk much about it from a lore perspective. But that stuff is awesome.
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Dj Matty P
 
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Post » Thu Mar 03, 2016 12:32 pm

I do get the PA stuff, and the raider's Versions are ones they built/rebuilt so that is understandable. It definitely does add something to some of the encounters.

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Alexandra Ryan
 
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Post » Thu Mar 03, 2016 1:27 pm

It's too bad you're heartless and don't care about your own child. What if your mother didn't care about you right after you were born? After all she only knew you for a few days, and all you do is cry and sleep. The whole pre-war stuff is meant to be a tutorial to get you accustomed to the controls and introduce you to combat and VATS. It's already boring enough so that people have made savegames mods that start you right before you leave Vault 111. I don't see how they could have made it much better since you can't be thrown into a difficult fight and it has to act as a tutorial. Since the main attraction of Fallout is open-world sandbox exploration, any scripted and repetitive quest path would become boring so it's best they keep it nice and short.



Pacifism is an option, just not in all cases. Drumlin Diner for instance, but there are times where it wouldn't make sense.

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Celestine Stardust
 
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Post » Thu Mar 03, 2016 2:26 pm

If I knew Shaun for longer than maybe five minutes, I probably would like him more. The controls are what you find in your basic fps game, so not really anything to get used to honestly. And in which cases does in not make sense? I'm truly curious.

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Zualett
 
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Post » Thu Mar 03, 2016 9:33 pm


Prewar segment is just long enough. I came to play, not to spend four hours watching interactive intro.



You aren't supposed anything. Game is about freedom. Attach yourself if you like, or not, your choice. It won't prevent you to play the game, will it?





Just like everybody else in Fallout 4. And Fallout 2. And Fallout 1.





Most classical Fallout weapons are there. What many more exactly you miss?





Cats. They supposed to be extinct. And bolts on the wrong side of the gun.

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JESSE
 
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Post » Thu Mar 03, 2016 9:46 pm

I happen to miss the P9 Mauser and Desert eagle from the first two games. Mauser was always one of my favourite pistols. The .223 Pistol which has always been a staple of Fallout. (Also called That Gun) THE PPK12 Gauss pistol, the entire H&K series of guns, Pankor Jackhammer, Any kind of BB gun, and the Pulse pistol (because of looks) from fallout 2. From 3 and NV: Chines pistol and Chinese assault rifle, the heavy incinerator (which the BOS should have assimilated), TESLA CANON!, Plasma Caster, The Grenade launcher, any of the crafted swords like the bumper sword, and the 12.7mm pistol (lil Devil) are examples of the weapons I would like to see back in the game.



Oh, and some kind of throwing knife or axe.



Also I cannot harp on this enough: A keying and password book to clean up the misc. tab, PLEASE, Bethesda.

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laila hassan
 
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Post » Thu Mar 03, 2016 4:05 pm

I found the main story to be horrible and aside from my first time playing to see how it played out, I'm not going to go through it or RP it ever again, now any characters that I make have nothing to do with the vault or the story, they are all just people who were born and raised in the Wasteland.


Would have preferred if you were just another vault dweller who was frozen, with no backstory.




Anyway as for the Jet thing, it was probably retconned just like how they mass retcon things from game to game in the Elder Scrolls series. Something that you just have to get used to with Beth games. :P



Don't understand how, after all this time Bethesda still doesn't give us keyrings. >.>

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Tom Flanagan
 
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Post » Thu Mar 03, 2016 6:47 am

They gave us a key ring in fallout 3 though!

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Marie
 
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Post » Thu Mar 03, 2016 9:56 pm


Did they? It's been a long time since I played it!

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Svenja Hedrich
 
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Post » Thu Mar 03, 2016 9:11 am

1). This is just kind of the price we pay for Bethesda wanting a more directed narrative and character. You can still choose to go the 'i don't give a F' route, but that isn't the story they wanted to tell. Not a huge issue really, is it?


2). I totally get this one. Even though I like the female character better from a 'poetic license' point of view - especially considering the male narrative upon choosing New Game - but I guess you do have to take into account the fact that training was never actually required originally in F1, F2 and F-Tactics. It was just a feature in F3 because otherwise we would end up with Power Armour after the 3rd quest (with no drawbacks like we have in F4)


3).I 100% agree with this. Hopefully Wasteland Workshop does something with this - like I hope Automatron does something with the East Side Downs


4). Pacifism is an option, just not a very good one. And you kind of have to be okay with your companions doing the killing, or convincing others to do it for you.


5). I get that this is just me, but I kind of don't like there being real-world weaponry in Fallout. Like the H&K series. I don't really understand why, it just doesn't feel right to me. But I do miss my 14mm Pistol from Fallout1, or my Laser RCW etc. More weaponry, yes. But maybe don't bring back the real-world ones. Make an equivalent. I do love the Plasma Defender and wish it was in Boston :(


6). This, I agree with. Should be rare AF, maybe only available through the Prydwyn. Likewise, I don't enjoy the weird shoe-horning in of the T60 as a pre-war model. Would've made more sense to say it's the Brotherhoods own improvement of the T-45 (that they used extensively in Washington) after they won Adams Airforce Base


7). I feel like this might just be an oversight. Bit of a [censored]-up, but not really all that major.

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Tracey Duncan
 
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Post » Thu Mar 03, 2016 8:27 pm

Technically you can avoid killing with your own hands, but making others kill for you.... no way it can be called pacifism :)

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Stryke Force
 
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Post » Thu Mar 03, 2016 6:25 am


Well, first of all, Fallout 4 have about the same number of weapons as Fallout 3 (without DLCs). But now they all are moddable to kingdom haven. People might not realize it but it simply takes much, much more time to design and then code in to the game these weapons, then it took before. People often compare Fallout 4 with NV. What they fail to realize as well is that NV was practically very large Fallout 3 mod. Obsidian had all weapons (along with rest of the resources) available to them and then could add their own. Number of weapons Obsidian added was about equal to number of weapons Bethesda already put in to Fallout 3. That's not to diminish Obsidian's work, just to put things in to perspective.



Second, I expect some weapons still be added under DLCs, as was the case with Fallout 3. There is good chance that pulse gun or some other weapons you have mentioned will be added.



And third, and this is my personal opinion, I newer liked modern weapons which were developed in our universe after Fallout universe have split from our timeline. Those were weapons like desert eagle, HK and FN rifles, many weapons from NV which were just copies of modern weapons under generic games. It's inconsistent with the story and it's outright lazy design. People in Fallout were after 50ties developing different weapons then us, just like they developed different cars or robots. For this reason I am huge fan of Bethesda weapon design (in Fallout), I liked that they removed all modern weapons used in Fallout 2 from Fallout 3. I also loved how they redesigned all energy weapons, Fallout 3 laser and plasma weapons are much better then Fallout 2 ones.

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Cheryl Rice
 
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Post » Thu Mar 03, 2016 12:41 pm


Plasma defender was nothing but plasma pistol from previous games (in terms of functionality). Likewise plasma caster was just plasma rifle (design was taken from Fallout 1/2). I suppose this was done because Obsidian made this weird decision of making energy weapons equal to kinetic weapons (why would anybody bother to invent and then produce new tech which is no better then the old one is beyond my understanding, energy weapons always were and should have being superior to kinetic ones). They made Fallout 3 laser and plasma weapons equal to some archaic peashooters and they had to fill the gap which was left. So they just recycled plasma pistol and plasma rifle from previous Fallouts with different models and different name as a plasma defender and plasma caster. But those were not new unique weapons.

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Caroline flitcroft
 
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Post » Thu Mar 03, 2016 12:21 pm

I'm with you on this.The only investment I had in the wife was that I spent half an hour building her face thinking she'd be an important character, only for her to get shot five minutes later. Overall I'm disappointed that the most original narrative they could come up with was to change FO3's 'searching for Dad' arc in to a search for a son. It kinda flies in the face of Todd's claims that they were focused on delivering a great main quest this time.



I remember early in Fallout 4's development there was a large swell of support on the New Vegas board for an Obsidian/Bethesda collaboration, and I can't understand why they won't at least give this a try.

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Lakyn Ellery
 
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Post » Thu Mar 03, 2016 8:05 am


You don't know that. They newer said they won't. That said, Obsidian got the deal on NV because few key team members were working on original Fallout 3 (Van Buren), which was about 90% done when it was scraqed. So there was lot of content ready for use: factions, story, quests, locations, characters. They recycled it in NV.



There is nothing like that now. Bethesda can do NV2 or any other F4 spin off itself if they want since it have to be created from scratch anyway, they don't need to hire external company.

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Vicky Keeler
 
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Post » Thu Mar 03, 2016 12:50 pm

Some people have put online about the cut content from the Combat Zone. Looks like they had a lot more to do with that area, quest wise and such, but it all got cut out for some reason. Really disappointing they backed out of that idea.



My biggest complaint (not counting why we can't see holstered weapons) is why our character is never told why bottle caps is the currency of the commonwealth. I really dislike that there is never any back story on this. Barely covered in Fallout 3 as well.

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Spencey!
 
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Post » Thu Mar 03, 2016 8:42 am

I wish the pre-war period we're a little bit longer. It's something that's never shown in the Fallout games except for this one. It's interesting how dystopic and totalitarian the US was before the war. I was hoping to catch some elements of that.



I don't know how Jet makes sense, but maybe it's something they've changed.



My main gripes are with story and dialog, and the inability to play non-combat characters. I would also like to see an option to join with the Slavers and Raiders.

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Victor Oropeza
 
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Post » Thu Mar 03, 2016 10:06 am

The plasma caster was retooled into a heavy plasma weapon. Also the Tesla Canon Which has been a BOS thing for some time now just being absent feels wrong.

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Trent Theriot
 
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