Main Story Works Better if You Skip Concord

Post » Sun Dec 06, 2015 6:38 pm

Good to know

I found it odd that you got Dogmeat and Power Armour so soon after exiting the Vault.

My enduring memory of Fallout 3 was coming out of the Vault looking around and thinking "I'm gonna be dead in seconds out here" then being extremely cautious until I could find shelter

Its sad if they caved in to the "Gimme Cool Stuff Now" mentality

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Charleigh Anderson
 
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Post » Sun Dec 06, 2015 2:55 am

Even if you have avoided Concord/Preston, some settlers will point you to empty settlement locations too. It just take much longer. If it is too slow for you, you can get those settlements anyway if you find them while exploring.

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Sista Sila
 
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Post » Sun Dec 06, 2015 2:52 am

"Can we safely stop in sanctuary?"

It was codsworth who told me to go to concord, so yeah.

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xx_Jess_xx
 
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Post » Sun Dec 06, 2015 3:25 pm

I can actually USE a memory lounger?

AWESOME.

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ILy- Forver
 
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Post » Sun Dec 06, 2015 4:34 pm

I can actually never, ever lay eyes on Preston?

AWESOME.

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Mark Churchman
 
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Post » Sun Dec 06, 2015 4:08 am

Ooh, nice find.

Must resist the urge to restart...

...Actually, why should i?

Also, i think the Red Rocket station at Lexington would make for a base, i think it had all the crafting stations. You'd just have to kill the neighbours constantly :hehe:

Or just loot enough to buy DC house right from the start.

Or actually be the Murder Hobo :lmao:

Edit: saves deleted, back to the beginning.


Also if you try to search Kellog's house on your own, the secret room is inaccessible. Looks like it's impossible to skip main quest parts, unlike in 3. Well apart from this alternate route, of course.
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T. tacks Rims
 
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Post » Sun Dec 06, 2015 5:13 pm

Every major company has them: MBA holding executives who think they know how to do everything since they took some courses. They learned about how the world of smart phones and console games is going and are led to the fool assumption that you need to cram those qualities into a product to make it good.

Ya this early dog and power armor give away is 100% some Bethesda executive making the call and ruining the game. Throw in the conservation wheel, gut out dialogue and challenges and bingo you have Fallout 4.

Sad thing is if they make another you just know they will bastardized the brand even more with this sort of garbage thinking since the game sold so well.
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Christina Trayler
 
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Post » Sun Dec 06, 2015 6:27 pm

Honestly, no offense, but this is just something I do not think works that well. At least, not when looking at this from the character's perspective, who would likely go home, then Concord on Codsworth's advice, then get the lead from Diamond City from Mama Murphy. I agree that Dogmeat and Power armor early made no sense, though.

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Euan
 
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Post » Sun Dec 06, 2015 6:14 am

Skipping Concord would make perfect sense too me character wise. You hear some shooting from some distend ruins - would you run too them or think - "better keep away from there" ? I guess most would choose the later one ( at least in real life ) ;)

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Nancy RIP
 
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Post » Sun Dec 06, 2015 6:11 am

I am not saying it makes perfect sense. Doing the Concord stuff makes just as much sense as well, however. There is no "makes more sense" and anything else for someone who JUST woke up from a cryogenic nap.

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Sabrina Schwarz
 
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Post » Sun Dec 06, 2015 2:08 pm

You can't help your child if you are dead, and being killed is the most likely outcome if you run into a street fight, not even knowing who and how many are fighting.

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nath
 
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Post » Sun Dec 06, 2015 6:53 am

And it could likely happen while exploring. Simply put, nothing makes any sense to our character since waking up.

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Marie
 
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Post » Sun Dec 06, 2015 1:07 pm

You can make up any excuse you'd like, character-wise, to skip Concord. My main point is just that I believe what I posted in my original post was the main story path Bethesda designed, and that Concord and Red Rocket got tacked on at some later point.

My character's reason (before I knew any of this) for skipping going home was simple:

She was WITH her family in the Vault. She saw her husband die. Saw her baby stolen. And she saw the nuke hit outside the Vault. She assumed the house was gone - and even if it wasn't, the pain of returning without her family was too much of an idea to entertain.

There is actually an extra bit of dialogue with a certain fellow pre-war survivor if you haven't returned home to Codsworth. They mention your "damned, robot" still "pruning the bushes", and you can react with real shock. "Wait, Codsworth ... is ALIVE?!" It's a good little scene, and finally gives a motive to go get the robot on a visit home.

EDIT: But it is nice to see that Bethesda did include lots of motives and dialogue for things to still make sense if you skip around and don't do what is "normal". The game is a lot more malleable than people give it credit for.

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how solid
 
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Post » Sun Dec 06, 2015 4:27 am

Listen, I am not trying to argue, just pointing out my perspective. As the SS has no clue as to what is going on, anything can make sense. This does not 'make more sense'. It just makes sense, like anything else to our character. Hell, joining the BoS makes as much sense if you put some thought into it.

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Brian LeHury
 
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Post » Sun Dec 06, 2015 5:27 pm

Great, now I'M thinking about starting over. Thanks a lot.





In all seriousness, thanks for posting this.
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jenny goodwin
 
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Post » Sun Dec 06, 2015 3:15 pm

Okay.. Just did some testing. You don't even need to skip Concord. You just have to go to the Memory Den before rescuing Valentine.

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Lynne Hinton
 
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Post » Sun Dec 06, 2015 4:11 am

Okay. Nice.

I thought it very weird that you couldn't use a memory lounger outside of Dangerous Minds. Turns out, you just need to get the timing right, and the timing is pretty generous.

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Stryke Force
 
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Post » Sun Dec 06, 2015 2:40 pm

This is cool and a good heads-up for people who automatically panicked and assumed the worst about the game, but lol--some of you can get so ridiculous...

:lmao:

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Damned_Queen
 
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Post » Sun Dec 06, 2015 5:51 am

Yep! My third playthrough, I put off going to Concord till about level 30 (I had Sanctuary and Oberland built up quite a bit too, maybe one other one), and I like it that way much better. The incessant Minutemen quests don't feel nearly so annoying, and the MQ feels more "well-paced."

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maddison
 
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Post » Sun Dec 06, 2015 7:50 am

"Junkie sees visions that actually come true" stretches belief, even for a Fallout game. "But vmus the game has radscorpions and chameleons became defclaws" and all those fall in line with internal logic. It's great that there's an alternative to "lol magic".

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(G-yen)
 
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Post » Sun Dec 06, 2015 3:26 pm

Time to start a new game. This sounds awesome!
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Laura Tempel
 
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Post » Sun Dec 06, 2015 4:49 pm


Also not sure if it happened to you, but I met an institute member on my journey there as well.

Would make a lot more sense to "meet" him when searching for kellog if you had never heard of them before then.
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GRAEME
 
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Post » Sun Dec 06, 2015 10:12 am

What if our character does not want to relive the reason they are alone? What if the memory lounger is a scam in their mind? They all make the same amount of sense character-wise, which is none.

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NAkeshIa BENNETT
 
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Post » Sun Dec 06, 2015 4:18 am

Going to Goodneighbor first is cool. Now if you somehow catch the attention of Edward Deegan first and get roped into tracking down Emogene Cabot and who's been rumored to hang around Goodneighbor even better.

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priscillaaa
 
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Post » Sun Dec 06, 2015 8:24 am

That actually happened to me. After leaving Goodneighbor I stopped into Bunker Hill, and met Edward there, and he offered me the job.

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Nicole Elocin
 
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