You probably won't hear about TES VI until around 2019-20.
You probably won't hear about TES VI until around 2019-20.
It looks good, some concerns but not too bad at all!
At 13000 plus lines of dialogue for the PC alone it looks like we'll have more dialogue than ever. Consider: New Vegas had a total of about 65000 lines of dialogue, spread out over roughly 593 (plus or minus 5 for human counting error) characters that had dialogue. Thats 20% of New Vegas entire dialogue for the PC in F4. I know a lot of people are complaining about being limited to 4 options, but I highly doubt it's only 4 options, and even if it is most conversations in NV or F3 had 4 or less dialogue option trees. It's far more likely that large dialogue trees exist for important matters, much like F3 and NV both handled them. I'm not even including F1,F2 or FT because their dialogue numbers were even smaller than F3 or NV.
Customization looks better than ever.
It is a little concerning that it looks like skills are gone. BUT this might actually be an improvement. An awful lot of people complained about SPECIAL being useless in F3 or FNV when it came to Charisma at the very least. Well if more emphasis is placed on each SPECIAL stat then there are no more dump stats, and you need to live with your choices. Before you could dump Charisma down to 1, and just use the abundance of skill points to get a high speech check or better barter, but that loophole seems to be closed. A higher emphasis on your base stats plus perks to boost them actually does a better job to create more unique builds than skill points that broke the game by turning every character into a JOAT. Finally I can create a high Charisma character that does something other than force me to use a suboptimal build, its all viable now.
We also have to remember that Todd specifically said they wouldn't be spoiling the story, so more dramatic moments or dialogue would be inherently cut out. They showed just enough to show off the shiny new toys while holding back almost the entirety of the actual story. We'll probably over-speculate until November, but until we actually get game in hand it's mostly guess work.
On a side note I wonder how many people realize just how pigeon-holed the original fallouts made you character wise. Even in NV your courier has a history. Video-RPGs are not table-top RPG's, they operate on a fundamentally different motive. A lot of real life people have debated whether WRPG's such as Beth produces are even RPG's at all. The hint might be when you look around the industry and almost every other RPG gives you a role (the R in RPG) to assume, as opposed to the nonsense about the characters being complete avatars of our imaginations (which frankly doesn't work very well outside of table top gaming).
I fear the Elder Scrolls are going to go the route of Warcraft. Warcraft IV was pretty much shelved because of the success of WoW. I hope not, but I fear that's the route it's going.
HUGE minus is voiced main character, but overall dialogue in general seems better. I already see options you pick not reflected in what the main character says.
How will you create immersive mods to a game where the main character is voiced? It's just not going to happen. Dialogue in even voice-acted mods will be out-of-place, because the main character remains silent in an otherwise always-talking scenario.
It'll be fun to play around with the crafting system for sure, but I'm no longer aboard the hype train. I am driving a car right next to the hype train though, so there's that. I will get the collectors edition, because I love Bethesda's take on Fallout. No doubt the fears that are making me a bit negative will disappear when I actually play the game. For let's face it, what fallout needed was better combat gameplay, and that's what we're definitely getting.
The customization of characters was impresive, there we able to make vastly different characters with the Character creater.
Crafting seems to be gated via perks for balance, so you can't create the ultimate settlement or ultimate weapon in the first 5 minutes of the game even if you had resources.
I personally hate the silent protagonist so the fact that each actor has 13000 lines of dialogue make me feel "yes finally Bethesda is taking their incredible open world building and adding strong narrative." I never knew how much I hated the silent protagonist until I played ME and DA:O back to back 5 years ago.
I like that there is some suggestion/evidence that the Brotherhood of steel isn't being protrayed as "the good guys" in this iteration of fallout. They have always been more complicated than just the good guys. It is nice to see that maybe some of your enemies in fallout 4 wont be just black and white good guys vs bad guys. because while the brotherhood aren't really good guys they are also not bad guys. So maybe there is a more nuanced appraoch to them in FO4. have to wait an see.
The command system for the dog seems very useful. I assume that this will allow us to command our human companions in a similar fashion. It will be nice to command a follower to move to a better tactical position than to just watch them stand up and spray bullets while making themself a target.
I'll have to see how the skill come perks system will work. The attributes being removed in Skyrim worked for me. I was concerned pre launch and I felt disconected to mycharacter while creating my first character but 6 months later i had forgotten they were missing because I was able to make vastly different characters. D&D was launched with no skills and I grew up playing this as my first RPG in the 70s. Skills are not required for an RPG as D&D base set and AD&D proved. It appears that perks will replace skills and this might just force characters to be more divergent. In FO3 and FO:NV it was the norm to have 13 skills at 100 by the end game and really if every character ends up with 13 100 skills it pretty much means only your choice of perks creates any divergency from one character to the other. If this is the case then maybe switching the gates skills provided into perks will create more divergent characters. As for the loss of gradual progression I never reall saw that in fo3. I was at 100 gun by level 5 or 6 so if I am maxing out my first and most important combat skill in 4 or 5 levels there isn't really a gradual progression curve. And if it takes as many levels to get the gun perks then practically the systems are the same progression curve wise.
I was encouraged that Bethesda has created a new dynamic in the game with the new crafting system. All that junk in the game had no purpose but to sell for caps previously, now you have to make a choice do I sell this junk for caps or do I break it down for parts? This type of choice creates a whole new level of "value" for items forcing the player to make choices that can have significant changes on how people played fallout in the past.
Actually you can add voiced acted mods and have the protagonist voiced as well.
When you have 13000 lines of Dialogue it is just a matter of finding an existing line of dialogue used for a different conversation and using it. This is actually done with game dialogue currently. They don't record a different hello or good bye for every single time a character says hello or good-bye.
Dragon age origins had content mods that used a compaions archived voice files to find a line of dialogue that best suited their response for the new conversation. Skyrim did the same technique for new companion mods and then people started creating their own voice acted mods. This same appraoch of using exisiting game files for the dialogue is a known skill to Bethesda game modders so transfering this skill set to the protagonist is a natural progression and not really a barrier.
I was just going off the Skyrim release - Fallout announcement cycle which was 2011 - 2015. However, you're probably right. After the success of Skyrim they'll want to push out a new TES game as soon as possible.
Isn't it going to be clunky? How will you get emotions into a mixed-and-mached audio file, where emphasis lies on specific words taken from other sentences, making it sound weird or just generally drawing attention to the wrong word in the sentence?
But hmm. I guess. It does make sense. I'm convinced.
No gambling like New Vegas
Poker? Blackjack?
I have a feeling Obsidian will make another game because these people put so much work into fallout 4 that they really need another game using all the stuff they just made stat.
Isn't gambling in the USA illegal beside Nevada?
I think I read somewhere that the USA blew up in the Fallout universe. Not sure though so don't quote me on that.
Gambling is illegal in the USA? Why are there casinos, lottery, powerball, horse races, gambling on sports, etc?
Yes, now. But the fallout timeline often has the things like in the 50s. And in the 50s gambling was basically illegal in most states.
Man, can you even imagine how sweet the next Elder Scrolls will be?
I'm not a fan of Fallout, and even I was impressed.
There aren't exactly people regulating gambling after the bombs hit....
The game looks great and probably feels great to play to. I just really hope we have enough RPG elements in place to keep it interesting in the long run. I played Skyrim for about 3 months at release and by that time felt I had experienced everything it had to offer, so off I went back to New Vegas, which i'm still enjoying and experiencing today. And it's all to do with it's better roleplaying elements. As they always say, graphics aren't everything.
It still means there were no casinos around. Or any explanation why poker should be so popular after the war... Maybe in freetime... but not as organised business like in Las/New Vegas. That wouldn't make much sense.
That wasn't really my point... But it wouldn't make much sense to have organised gambling in Boston like in Las/New Vegas. So I wouldn't espect gambling like in NV.