Fallout 4 lacking in story?

Post » Mon Jan 18, 2016 7:40 pm

Compared to Fallout 3? No lol


Other Fallouts yeah
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Glu Glu
 
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Post » Mon Jan 18, 2016 6:49 pm

Then stop playing. It's not like it's the only game out there.

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Rhi Edwards
 
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Post » Tue Jan 19, 2016 6:38 am


He did stop. He stopped, and came on here and moaned, and now hes back playing the game! :P

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lucile
 
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Post » Tue Jan 19, 2016 4:22 am

I've played a couple of hours in the last few weeks. It's super repetitive and boring. I played 3 and NV well over 140 hours each. 60 hours into 4 and I've seen and done it all, three times!

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Luna Lovegood
 
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Post » Mon Jan 18, 2016 7:54 pm


Did you find both "scraps of paper" and follow through?


Did you find Jacq?


Did you abduct the "test baby?"



Did you do anything without the help of a walkthrough or guide?



In 300 hours, I've found far too many "hidden quests" and Easter Eggs in places off the beaten path to believe that ANYONE has managed to see and do "it all" once much less 3 times.

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Hot
 
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Post » Mon Jan 18, 2016 5:40 pm

I played through the MQ. Then I played again, skipping Concord and just exploring random locations. After all that, I've come to the conclusion that the game has no plot.

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Brandon Wilson
 
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Post » Tue Jan 19, 2016 1:49 am

It is interesting - there are always players starting a new topic about lack of story and they do describe the 4 main faction optional quests. But everytime anyone points at that it svcks - direcly or indirectly in improvement suggestions, nobody replies, but keep replying on moaning about lack of quests/stories in the game.



I don't want to repeat my self, but I have to - I miss stories connected to hostile factions and I think radiant quests being connected to the main faction quests with no skill/longer effort required, makes Fallout 4 worse game than it is really.



Because if those 2 features would be better, you would have not 70 good quests and 74 faction horrible quests, but you would have 144 interesting stories and you wouldn't have the feeling you miss something.

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Nancy RIP
 
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Post » Tue Jan 19, 2016 6:45 am

Just finished the main quest for the first time, with the institute. I didn't see them as bad guys and tried my hardest to reconcile all groups but I hate how little choice there is. As peaceful leader of the institute I'd have no problems talking to the railroad and changing things to my new way. And also now I'm leader of this great institute I barely have anything to do.


I loved the story and it was a truly hard decision, one that I contemplated long after the game had been turned off for the night, but frustrating in lack of choice and underwhelming after.

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Dale Johnson
 
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Post » Tue Jan 19, 2016 12:05 am

One of the things I loved most was the random people you'd meet in FO3 and new Vegas. Like blowing up megaton. I wish they had more things like perhaps finding a boy in a fridge... That would've been neat.
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chinadoll
 
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Post » Mon Jan 18, 2016 11:10 pm



They are out there, trust me..although not quite as momentous as megaton, but there's some great mini quest/story lines.
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louise fortin
 
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Post » Mon Jan 18, 2016 4:00 pm

For me the high of the storyline was a certain memory sequence... It all fell from there... I was expecting the story to maintain momentum at that point only to be disappointed. There were still good moments, but that moment was excellent in my eyes and made all the 'good' moments feel 'meh'. I'm one of the weirdos who enjoys walking simulators like Soma and Everybody's Gone to the Rapture, not to mention it seriously reminded me of my favourite game of all time FFX (please no mocking!).


Anyway back to the point, I just wish there were more story intensive moments like the memory sequence.

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Gwen
 
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Post » Mon Jan 18, 2016 6:28 pm

I'd speak about what I considered the "climix" of the story, but we're not in spoilers so I'll hold off.

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Nick Swan
 
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Post » Tue Jan 19, 2016 3:40 am

Fine for me. The story is way more than just finding Shaun, Minuteman, BOS, RR, and Institute, unless you only pay attention to them.




Can't say much about settlement quests. I like how it's repeatable to give me more objective now and by end of the game. But the bug around it is just annoying.



For the "go there, kill that guy, grab, go back" pattern, I also have no problem. I'd rather have them doing this than trying out other stuff like a wannabe then fail.

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Chloe Lou
 
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Post » Tue Jan 19, 2016 7:48 am

Bethesda did not do a great job on Fallout 4. The story was very quick, and I was able to finish it in a day. The whole game is just bad in comparison to Fallout 3

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I’m my own
 
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Post » Tue Jan 19, 2016 6:40 am


But did you like saving Connelly from Ginsin? Betcha didn't finish that one yet ;)

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Marcin Tomkow
 
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Post » Tue Jan 19, 2016 5:41 am



I think part of the problem is they went too big. What I mean by this is, settlements is a brand new feature, and I think it would have been best to somewhat limit this to a half dozen settlemetns(not including Home Base or The Castle). Instead they went over the top big and bonkers. If they went with less settlements this may have given more time for additional side quests, or branching quests, more c&c, whatever.



I think less time on ha ha funny placement of teddy bears and more time on other stuff. It like a joke that you hear many times and it quickly becomes old, like Carrot Top.



The terminal information is awful. There was very little holodisc information in FO 1 and 2, but what there was, it was all interesting and added to lore. Too much of the terminals in this game is meh. Then, when you expect to find juicy terminal information, like in Poseidon, nope. Nothing. Arc Jet System had cool terminals, the raider logs terminals are good for current activity, but too many are just bleh.



As far as being a glutton for punishment, the game does have those moments that get you pulled in, unfortunately most of it is combat related. If a person really isn't a fan of non-stop combat, I could see them stopping or at least just doing the MQ to finish. But if people like to explore and shoot stuff, I can see them putting high hours into the game, because it takes a long time to explore.



I have a lot of hours in this game, for one that I complain about, but I'm a svcker for FO lore, and I'm TRYING to find good stuff.

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Leilene Nessel
 
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Post » Mon Jan 18, 2016 8:51 pm

Nope I feel like the story is stronger in 4 than 3 and NV.
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Amy Masters
 
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Post » Mon Jan 18, 2016 5:22 pm

I've been reading up the Fallout Universe Timeline over at the Wiki a bit here lately. I never finshed FO1, nor all of FONV (nor all of FO3!) but I did pretty much "finish" FO2 . . . probably still didn't "do 100% of all there was to do" in FO2, but I "finished it." So some of the stuff in the Timeline is pretty interesting, and it is here that I find some of the more "lacking" elements in the FO4 "story."



Namely the opening scenes. It all seems rather bucolic, almost utopian. It is perverse for a circular-saw and blowtorch wielding robot to be changing diapers! But that to me is EXACTLY what Fallout has always been about: a whacky, twisted retro-futurisitc post-apocalypic world. The thing is, it was never intended (and I think Bethesda get this fact perfectly well) that this alternate universe only BECAME twisted, whacky, perverse, horrifying AFTER the nuclear Armageddon. Pretty much everything after divergence is down a cultural and technological historical path that is increasingly whacked out. Its things like the jarring inconsistencies and moral "tangles" if not paradoxes that make the Fallout stories special.



My understanding of the Timeline is that, the "Resource Wars" had been dragging on for some 25 years as of 23 Oct 2077 when the bombs fell. The ME and Europe were already largely "ruined" by their portion of those wars. Oil had already pretty much run out, and the new fangled fusion powered stuff had only been developed a relatively short time previously and still had not been made available to very many in the population. There was already a state of martial law in effect in the United States, perhaps as long as a YEAR before 23 October 2077, and there had already been a lot of death, starvation, rioting, and use of lethal force by authorities AGAINST U.S. citizens (to say nothing of the annexation of Canada and Mexico, and the effective "Screw You, all the remaining oil is OURS!" position that U.S. government took some years before 23 Oct 2077).



In sum, at the population level, the world on the morning of 23 Oct 2077 before bombs fell was already rather profoundly screwed up, violent, horrific and verging on apocalypse. This is the world the SS was born into and has been living most of, if not their entire life, depending on how old they are.



While there is nothing in the opening scenes (which are a pleasant view into Bethesda imagining of one advantaged families existence immediately prior to the onset of the nuclear apocalypse) nor in any of the SS reactions to stuff in the game that is truly contradictory with the texture of the world as described in the Fallout Universe Timeline, much of it just doesn't seem "quite right" to me now that I've read through the timeline and understand what is supposed to have been happening in this universe between divergence with ours and the onset of the global nuclear war. I think they could have done a better job, and probably have satisfied a certain vocal segment of the fan base, had they made more effort to make the world in the opening scenes as well as the way the SS relates to the post-apocalypse more "fitting" with the lore.



Like I said, according to the Lore accumulated through all the sources that Bethesda deems "canon" the world did not just become "insane" overnight. Pretty much everything after divergence is a trend of the world getting more and more nutty. Its things like the jarring inconsistencies and moral "tangles" if not paradoxes that make the Fallout stories special, and I think that they missed a lot of opportunities to make the game "feel" more Fallout than it feels. They clearly "get" this basic premise because there are nonetheless plenty of "classic Fallout" twists, it is just that, they don't seem to have maintained a consistency across all aspects of the content.



Again we are not in spoilers so I can't really go into details but . . . some of the most civilized, clean, well-ordered, polite, bright, cheery and seemingly Utopian people and places in the game are, on deeper consideration some of the most abominable monsters in the game. Raiders, people who have turned to monsters, are based on their terminals, overheard conversations, etc. also just "regular folks." Sort of like the disturbing results of the old Milgram experiments where a normal guy is easily "indoctrinated" to deliver what he thought were lethal shocks to a fellow experimental participant.



All of this builds off of distinctive elements in real early-mid-20th century Earth history. The Soviets really did carry out pogroms. The U.S. really did use atomic weapons and put Japanese Americans into internment camps. 70 or 80 million people really did die in WWII as a whole. Nanking really was "[censored]" by the Japanese, The Germans really did carry out the holocaust, the McCarthy Red Scare really did ruin probably innocent lives, and Communist infiltrators really did cause troubles, deaths and regime changes, etc., etc. They were whacky times but thankfully we didn't go the route of the Fallout Universe and seem to be still (largely) a sane planet.

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john page
 
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Post » Mon Jan 18, 2016 8:45 pm

I thought the MQ was pretty awesome, the factions were not as good as New Vegas but I thought the chase after the mysterous institute and your son was great.
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loste juliana
 
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Post » Tue Jan 19, 2016 6:18 am

The story is IMO better than Fallout 3's. My opinion of what a rushed storyline is - Broken Steel. It can be summed up as:



Enclave. BoS. Explosions. Ghouls. Memory array. More Ghouls. Memory array. Enclave. Vertibird. Boom. Vertibird. Congrats/Boo. End.



https://www.youtube.com/watch?v=hkIZR-CE3iY

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Suzie Dalziel
 
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Post » Mon Jan 18, 2016 11:07 pm

Yup, you nailed it. Nothing much there, just kill or be killed. Sadly.

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:)Colleenn
 
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Post » Mon Jan 18, 2016 9:59 pm

This is about how I feel about it...well, except for NV, which was, and still is superior anything Beth has written in recent history. The quality of what is there is an improvement over Fallout 3, and most certainly Skyrim, which, IMO, was a major step down for even Beth/



My biggest gripe with it is that my (current) wife beating POS character who regrets ever meeting and marrying that lying wench, and having that infernal brat of a child, is railroaded into acting like the loving, caring father who only wants to find his lost son. Sorry, but the way I want to play my character, doesn't always jive with how the main quest is rammed down my throat.



One other thing I dislike is that there appears to be a definite lack of creative thinking at BGS. Have you seen my son? Little guy...looks like me? Sound a little too familiar? Father/son scenario...again. try something a little more original next time.

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Pawel Platek
 
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Post » Tue Jan 19, 2016 3:29 am

Iam a Fallout Newbie, is it normal that Fallout never have Stories/Informations from previous Games of that Franchise? I played many Hours Fallout 4 now but i know [censored] about the Fallout Storie itself. Like those Enclave Guys. I just know the Name from this Forum here. But this is just one big Example of Lacking Story here. Sometimes i have feeling that Fallout 4 is just a Filler for Elder Scrolls. Or is this a normal Situation of Fallout?

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Lovingly
 
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Post » Tue Jan 19, 2016 8:15 am



It's already well known on here but I really didn't like NV's story any more than 3. While yes there was a lot of it practically all of it failed to get me to care.


I don't deny 4 can be really cheesy but I find wanting to find your kid or get revenge for your spouse extremely relatable. Conversely there's plenty of reasons to not put stock into finding the boy from simply being too depressed to give finding him any real hope until a certain point in the story (which is actually what my first character went through, getting depressed by the nightmarish beginning and coping with whiskey/vodka and Buffout until finding solid hope.) to actually just being a sociopath. I've been having a lot of fun so far and the next character I make will be cold and uncaring.
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Johnny
 
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Post » Tue Jan 19, 2016 4:36 am


Even with issues of "opinion" aside, I'd say this is a very difficult question to answer. http://fallout.wikia.com/wiki/Fallout back in like 1997, http://fallout.wikia.com/wiki/Fallout_2 about a year later I think. Totally different game mechanics (isometric turn-based combat, real-time exploration) than http://fallout.wikia.com/wiki/Fallout_3 or FO4 (or http://fallout.wikia.com/wiki/Fallout%3A_New_Vegas, which was made by a third developer "Obsidian" which included a few of the original designers from Interplay, but was largely a new crew).



FO1 and FO2 are quite cheap now, and both are worth a playthrough. Going from the uber-naturalistic 3d of FO4 back to the coarse 2d isometrics of those older games may be a bit of a "challenge." But I would almost guarantee, if you tough it out long enough, you will get svcked in to both of those games as they are both masterpieces and incredibly addictive (also very difficult).



Short of that, just watching a https://www.youtube.com/watch?v=yciBAVMDY7g might give you a decent sense of how the Universe has evolved over time. Also here is the one for https://www.youtube.com/watch?v=vZQPmDye5xA.



The reason that Interplay was in bankruptcy, and thus forced to sell the IP to Bethesda, doesn't seem to have anything to do with the quality or popularity of FO1 or FO2. Both of those games are timeless classics and both sold reasonably well I think. It appears that there was just financial mismanagement and perhaps a "work place culture" that was divisive or conflict ridden (it seems there was a lot of infighting and fissioning of the original group of developers who wrote FO1 and FO2). In the years immediately prior to their selling the IP to Bethesda, Interplay had seemingly tried to take the game universe into an "alternate" direction, and either licensed or released two games that were quite different from FO1 and FO2 but which were definitely built in the same Universe: http://fallout.wikia.com/wiki/Fallout_Tactics%3A_Brotherhood_of_Steel and http://fallout.wikia.com/wiki/Fallout:_Brotherhood_of_Steel. Not sure, but I think those two didn't sell very well.



Had it not been for Bethesda acquiring the IP and then making FO3 in 2008 (and then subsequently licensing Obsidian to make FONV in 2010), the Fallout Universe might well have "died" in about 2005 as a result of Interplay's insolvency.

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Jordan Fletcher
 
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