In FALLOUT 4 You Cannot Be Evil

Post » Fri Jan 22, 2016 11:25 am


As I said, I'm always on board with expecting more. Especially when it comes to the world reacting to your actions and achievements. But after nearly 14 years I don't hold my breath when it comes to Bethesda games.

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Grace Francis
 
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Post » Fri Jan 22, 2016 1:34 pm

That first video is rather uninformed. You don't have to go to Concord. You don't need to join the Minutemen to use the settlement system. You can start building at Sanctuary before ever even leaving Sanctuary (after getting back there from the Vault). You can build a recruitment beacon as soon as you get back there. All of the settlements in the game have the potential to be unlocked without being given a quest to go there. You either have to clear out the hostiles when you discover it and then activate the workbench, or talk to a settler there and receive a quest to unlock it. Alternatively, you can simply kill the settlers there and then activate the workshop.



You can elect to help the Minutemen at the Museum of Freedom and then not join the Minutemen afterward. You can simply skip going to Concord altogether. This game doesn't have the Karma system, but you can still be an evil character simply by choosing to do evil things.

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Umpyre Records
 
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Post » Fri Jan 22, 2016 2:47 pm


And next time you meet them, you get "Hope you're not a Synth" or "you got a dangerous look about you". Unless they hand you some radiant, in which case they ask if you're with the minutemen.



I mean, who comes up with dialogue like that?

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SaVino GοΜ
 
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Post » Fri Jan 22, 2016 3:25 am

Yeah, but dialogue is not Beth's strong suit. Seriously, they haven't improved on that for many years. Is it the engine limitation or Beth just being lazy at this point, I don't know. It's hard for me to talk to Rhys after becoming sentinel because that ass still has his old dialogue of treating me as an initiate after I've become sentinel and he apologized to me. Is it so hard to remove and replace some of the dialogues depending on how far you are in the game?

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Noely Ulloa
 
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Post » Fri Jan 22, 2016 2:17 pm


If modders could remove most of the repetitive annoyances in the past, it's certainly not related to the engine. As I said, the non reactive world and snide one liner repetitiveness is probably my major gripe with any Bethesda game since Morrowind. Maybe even my only real one, since I keep buying their games despite this being a major annoyance for me.



But nobody can tell me, it's a necessity to go through the whole recruitment dialogue over and over when initiating any interaction with an expert trader.

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Emma Louise Adams
 
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Post » Fri Jan 22, 2016 9:42 am

Yup. This game is seriously lacking in the evil dept.


I want more missions like the Pickman Gallery. But I want to be able to join him on his murderous mission... and kill innocents, instead of Raiders.


Now that's the kind of evil I'm talking about.


There is nothing in this game that is PURE evil, except simply running around killing friendlies.


Perhaps the Cabot House is the most evil mission in the game... But even then, freeing jacks dad, could in fact, be the right thing to do.


Which is LAME.
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Trevor Bostwick
 
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Post » Fri Jan 22, 2016 9:46 am


This really annoys me. Every time I barter with the Vault-Tec Rep it's the same process.



Him - "Look at the two of us, here in Sanctuary. Prepared for the future."


Me - "Hey now that you're back in here in Sanctuary, how would you like a job?"


Him - "They didn't tell me much. Vault-Tec. Just to make sure everyone filled out their forms. I was supposed to win a pack of steak knives!"


Me - "What have you got to trade today?"


Then I can finally barter with him. It's this same process every single time.



I have Trader Rylee as well and the 'Work for me' dialog option has never gone away, despite her standing at one of my vending booths. It seems like her dialog has never 'updated' to account for the fact that she is now one of my vendors. I can't interact with her like I can with settlers either. I can't trade gear with her to equip her with a better weapon or anything like that.

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Elle H
 
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Post » Fri Jan 22, 2016 10:57 am


what is wrong with ppl, lol. Fallout doesnt encourage the player to be evil, Fallout 1 or Fallout 2 never did that. LOL



I just dont get it really. This threat about "Fallout 4 u cant be evil" are getting old, lol every post is the same " i want to join raider to murder ppl" " i want to be a slaver to sell kids." really.....

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LuCY sCoTT
 
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Post » Thu Jan 21, 2016 11:08 pm

There's more to being evil than dialogue. It seems what a lot of people expect ghough is mindless chaos.
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Kat Lehmann
 
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Post » Fri Jan 22, 2016 2:49 am


The sad thing is, there's probably nothing to update. They just frigging left it at that and didn't bother.

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Agnieszka Bak
 
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Post » Fri Jan 22, 2016 5:02 am


I don't know, I find this kind of hard to believe. Every single one of the Level 4 vendors is buggy. The Scribe, Doc Andersen, and Ron Staples won't even stay at my settlements. I'll get them there and assign them to the vending stand, and they just disappear as soon as I leave the settlement. I've brought them back through the console several times and they still disappear. I've basically given up on them.



The only Level 4 vendors I can get to stay at my settlements are the Vault-Tec Rep, Anne Hargraves, and Trader Rylee. Regardless, there isn't a level 4 vendor in the game that isn't full of bugs. I was really hoping to see this fixed in the next patch, but it doesn't sound like it's going to be.

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Floor Punch
 
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Post » Fri Jan 22, 2016 3:30 am

There is value in closing off content (and opening up new content as a result) based on your choices.



So for instance, when Preston and his crew are being besieged by raiders, I'd have liked to



1) Be given the choice to help Preston


2) Be given the choice to help the raiders



I'm just spit-balling here. But by picking #2, the raiders would set up in Sanctuary, you would be the boss of the raiders (or a sub-set of raiders), and you'd get raider-like quests from them. Stealing, assasinations, access to evil companions. Preston and his crew would set up elsewhere, and send crews to kill you.



By doing this, you're given the option of a good or evil playthrough, and more importantly the game recognises your choice. Sure, the ends result is always the same - you're some dude running around killing other dudes. But by flavouring things with good and evil choices (and blocking off and opening up new content depending on your choices), you're vastly improving the replayability of the game - something I feel is desperately lacking right now.

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Chloe :)
 
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Post » Fri Jan 22, 2016 12:50 am

There are plenty of nasty haircuts and cruel scars to choose between that are very evil!!



You are just so used to shoot creatures of any kind that you see it as normal now, though you really are scumbags ...

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Danielle Brown
 
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Post » Fri Jan 22, 2016 2:26 am

Well the "BE WHO YOU WANT AND DO WHAT YOU WANT" slogan from Todd Howard is kinda false. You can be evil but it's not really accounted for. I mean you could go kill every innocent person and child in the Commonweal but Preston is still going to be proud of his "GOOD" general.

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Quick Draw
 
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Post » Fri Jan 22, 2016 3:49 am


First, why exactly do you listen to PR statements? Secondly, first Bethesda game you ever played?



I found no surprises when firing up FO4. I found a Bethesda game. But then again, I never listen to any PR rubbish.

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oliver klosoff
 
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Post » Fri Jan 22, 2016 1:18 am

This
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Tamara Primo
 
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Post » Fri Jan 22, 2016 4:09 am

Bethesda is sometimes really weird. They let you commit genocide, but joining raiders/slavers/criminals... nope, too evil.

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Nina Mccormick
 
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Post » Fri Jan 22, 2016 12:09 pm

I've been under the impression that throughout Bethesda RPGs (TES and FO), there was never such a thing as being "evil". Sure, things you do or are faced with can be up to personal interpretation, but...nowhere was it advertised that we can make an "evil" character...in any of these games. At all. It's not like KotOR or even ME where you have a Light Side/Dark Side/Paragon/Renegade dichotomy that distinguishes between being selfless and selfish, etc., etc. That is the closest to being good/evil I can find in video game RPGs. But Bethesda's games never seem to be about that, so why is FO4 not letting you be "evil" being such a big deal?

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NIloufar Emporio
 
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Post » Fri Jan 22, 2016 1:29 pm

Depends on what you consider evil. There is not alot of dialogue choices that lets you do horrible things, but you can do alot of horrible things. I guess its a critique, but i just don't care because i never play that cliche evil type character anyway. Most choices in Fallout 3 was just so poorly done, but i guess i can understand that people are dissapointed.

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Cody Banks
 
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Post » Fri Jan 22, 2016 1:54 pm

What? Fallout 3 gave you the option to Nuke megaton, killing innocent people and children and putting FEV virus in the purifier. What people want when they say they want to be evil, is the recognition. If you murder innocent people or are a cannibal or a chem junkie npc's should act differently.

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HARDHEAD
 
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Post » Fri Jan 22, 2016 8:12 am


And in that you would be right. Truth is, in Bethesda games, you're a nothing from start to finish. Nothing registers. That's why I don't understand this artificial outrage over something having been around for over a decade by now.






And when did it ever? What were the consequences? Nothing.

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Khamaji Taylor
 
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Post » Fri Jan 22, 2016 8:20 am

The FEV ending of 3 literally makes no sense as it would hurt even the lone wanderer. No one in their right mind would do it when they know for a fact that it would also hurt them, it's just really stupid.
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Sylvia Luciani
 
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Post » Fri Jan 22, 2016 12:47 pm

Well, megaton was gone, and regulators started hunting you. Well in Broken steel you had the option to nuke the BoS base, destroying them. You see F3 was released in 08. One would expect to have more options not less in 2016.

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x_JeNnY_x
 
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Post » Fri Jan 22, 2016 10:22 am

The game gave you at least an option. A stupid one, but still an option.

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Jack Walker
 
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Post » Fri Jan 22, 2016 9:04 am

And that was taken away in Bethesda's canon, rendering your choice moot. If you do a playthrough of the Fallout franchise now and choose that option it will be taken away from you in FO4. Megaton was gone, your dad scolded you for one second and that was it. Great world impacting choice, the only thing you lost in that explosion was the Strength bobblehead if you forgot to pick it up from Lucas Simms house. Moira survived, you could do her quest.

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quinnnn
 
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