Can't make any more sense if you refuse to see it, sorry.
Can't make any more sense if you refuse to see it, sorry.
Most certainly. I just find it odd that they did the oblivion thief's guild and dark brotherhood so good that they haven't mixed those playstyles and gameplay options into the main stories/quest lines as alt routes of going about them. Honestly I fallout 3 only got replayablity from me due to things like wasteland survival guide, seeing the differences if I went the route and blew up megaton, and ToTW.
What I really don't understand is why the critics of this game have to rely on truly absurd levels of hyperbole to "make a point". In effect, that completely kills any credibility. The "most linear" open-world game? Please. No one complained about having to be Geralt in The Witcher. No one complained about having to be the Inquisitor in Dragon Age III. Am I to conclude that the reviewers really haven't played very many games at all, much less open-world ones?
Wait a minute. Slow down, and tell me: What exactly is "people like me" supposed to mean?
Because if it means people who like open world RPGs, or even more specifically people from the Morrowind era and earlier, then let me just stop you right there.
I love the older school of RPGs. Grew up with Morrowind, KotOR, a lot of the greats from the good old days of enormous dialogue trees, skillmonkeying, breaking the main quest because you have no bloody idea where you're going ten hours in...
...and I'm having a blast with Fallout 4. I really don't understand this "not an RPG" argument at all; it just seems like a vaguely absurd concept when I read it, because it's never satisfactorily justified. What defines an "RPG"? Difficulty? This doesn't have to be Dark Souls. Resource scarcity? This isn't a hardcoe survival sim, and if that's what you want, wait for NV's hardcoe mode to be modded back in with scripting. (Abundance of loot is a balance issue, sure, but it has nothing to do with "RPG-ness".) Power armor given to you in the first few minutes/hours? It's the weakest in a full progression of power armors with their own upgrade tree. Skill checks for dialogue and quests? Not as numerous, but still present if you've actually played more of the game. Same goes for divergent dialogue options and hostility - in fact, this game has some of the best sidequests, unmarked quests, and other subtle bits of worldbuilding I've ever experienced in a Bethesda game.
What about this is "for consoles"? The UI? Certainly not the game as a whole. Console design doesn't generally revolve around gameplay that keeps you occupied for hours at a time (e.g., base building and exploration). What's wrong with doing everything in one playthrough - if it's a very, very, very long playthrough (270+ levels to maximize everything means you CAN compress several playthroughs worth of builds into one, or simply stop earlier and start a new character with another build)? It's what I did in Morrowind. That game let you do everything short of ruling every great house at once, and as a collector and explorer, that's how I played it.
Besides, you actually can't. Your post is self-contradictory when it talks about "no fail states" and "doing everything" and only a few paragraphs later talks about how there's no golden ending. The faction choices could have been expanded, but they definitely have mutually exclusive questlines unless your game is very, very broken.
Are you absolutely sure you've played the game enough - and explored thoroughly enough, more importantly - to really make any of these claims? I've encountered things that counter every single one of your points besides "the Wasteland has too much loot and no hardcoe mode". There are skills, stats, levels, crafted upgrades, party members, quests, dialogue trees; the main quest lets you cheerfully ignore it and roleplay your character however you bloody well please. It's still an RPG by most standards, and a handful of people's ideas of what an RPG "should" be doesn't change that. "But it's a shooter!" - well, why can't it be both?
I may still love the old-school style, but that doesn't mean I can't appreciate the new way of doing things. The game is certainly RPG enough for me, but that's not all it is, or has to be.
Or maybe you should learn the difference between "a game is replayable" and "a game is good for replaying, i.e. has good replay values/replayability". How you can't see the difference after I used RAGE as an example is beyond me. But I've seen worse around here.
You seem to forget about morrowind's thief's guild and fighter's guild being an either or option. Also the skill checks I have seen so far are very shallow at best and just loop you back to the original options to select the correct dialog choice. So far I have only come across one and that was with rescuing nick.
I'll have no problem playing through this game again. It doesn't feel overly linear at all to me. I'm 87 hours in, at level 42, and as far as the main quest goes I've barely touched it. The main quest is going to feel linear because it is pre-written and there really are only so many possibilities available. I feel that I can make another character that will feel far different than my current build. They'll make other decisions, form different alliances, and have different specialties. It's all in how you play the game. There's plenty of replay value there for RPG players with imagination.
wait didnt u max out everything on Nv and F3??? bc i did in both game much alot faster that what is taking me on F4
Back on the topic, i have play 2 PC already on Fallout 4 one with BoS faction, and one with Railroad. Waiting for updates and DLC to star my 3 PC and join the instituted.
I really dont know why the Article that critic Fallout 4 compare it so wrong with other games.
Wait what? i remember breaking out of jail trow secret passage and snaking on Whiterun.
And has anyone stopped to think that maybe the MAIN QUEST is supposed to be filled with dialogue pertaining specifically to the MAIN QUEST, which revolves entirely around finding your kid? I've successfully ignored the whole thing ever since Glowing Sea started and all I haven't been able to do is choose a side... for the end of the main storyline. What do you want - an option to fail the main quest by saying "Oh, actually, I've decided I don't care about my son, you can keep him"? I'm waiting for the part where this somehow magically starts to make sense, but it's not materializing. And speaking of choosing sides - yes, there is choice and consequence if you don't blatantly move the goalposts every so often to "prove a point". Your standards are not objective fact and they never will be.
I'm sorry, what? Those guilds were NOT mutually exclusive unless you followed Hard-Heart's path. Mercius had no such issues. I should know, because I've played basically every Morrowind sidequest to the hilt other than the two Great Houses I couldn't finish because I was a diehard Telvanni loyalist. And if that's all you've seen, you haven't played much of the game outside the MQ.
Come to think of it, all this complaining largely seems to be about the main quest... do people not consider sidequests part of the game anymore?
Having to ignore the main quest in order to make the game playable...yeah.
No. Everything I have written is factually correct and FO4 is not an RPG. It's a shooter.
An RPG requires certain mechanics that FO4 simply doesn't have. It used to, but they were removed. It's a Borderlands-esque shooter.
This is, unfortunately, the first Bethesda game I've gotten bored of so fast, since Daggerfall. This article does a good job explaining why.
I really hope the Beth team realizes that, next time they get the bright idea of changing something in the franchise or trying to imitate Bioware or CDP and their story-driven games. Unfortunately, I don't even think mods can save it.
I think I remember them being mutually exclusive is due to how I played morrowind and I stopped getting quests after doing the thief's guild.
A very bland RPG at that. The RPG elements didn't make the game better. I remember having to borely grind in the 1 and 2 just to progress. While I enjoy the game series, I will say the RPG elements were done to pad the game and create loot drop addiction.
That's a funny joke. By that criterion Mario Land for the SNES is an RPG too. It's not, it's a platform.
In time they will start saying that COD is an rpg too, because you get ranks etc, don't bother.
u are sooo wrong that i dont know where to star. But u can think whatever u want to think. Like i said go look on the forum and u will find someone that explain really well what type of RPG game is Fo4.