New DLC Area: Must we travel alone - again?

Post » Tue Feb 23, 2016 2:33 am

Hey everybody,



I know this is probably not as much an issue for many players as it is for me, but if there is one universal thing I hated about all the FO3/NV DLC, it's that I could never bring any companions with me.



It makes some sense in Mothership Zeta, Old World Blues or Dead Money - but for Point Lookout, The Pitt, Honest Hearts or Lonesome Road, why would I voluntarily travel to unknown/even-more-hostile territory and not bring my dog or comrades with me? I don't see why Dogmeat catches bullets for me, but suddenly a boatride is too dangerous/he's got dog stuff going on? Cass watches me playing blackjack for a full-ingame day (I may have a problem), and has my back in a fate-of-the-world changing battle; but won't come along with her bff and long-time adventuring partner she followed to hell and back to make some money - with a caravan of all jobs? [...]



Now don't get me wrong, I know that from a production POV, it's simply to save oneself the due effort (dialogue i.e. voice actors, additional scripting, balancing etc.), yet I really hope that BGS planned ahead accordingly this time around, with the welcome expansion on the companions in the vanilla game - I was already scared they would cast aside Obsidian's return to a more "party based" experience altogether, after all, so I do have high hopes now.



So we know that this is a case of Nick's were about to investigate, but does that mean we would have to take Nick? Is he going to be an essential quest companion, i.e. we can bring someone else? I wonder. I just don't want it to be too seperated an experience from the base game, including the "leave everything behind we can't conveniently fit through the magical DLC-land portal"-stunt.




Thanks for listening and have a great day.


-TRM

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xemmybx
 
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Post » Mon Feb 22, 2016 7:12 pm

It's probably not going to be a problem for me, I am going to take my custom made assaultron with me instead of that old defective Nick guy I bet I won't be able to mod Nick into something better for the job.

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Yvonne Gruening
 
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Post » Tue Feb 23, 2016 8:22 am



You do remember in most of those DLC you get a companion early on, right?
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Harry-James Payne
 
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Post » Tue Feb 23, 2016 4:21 am

I get what you're trying to say (yes I do remember) but it's not about gameplay advantages/disadvantages - It's just nice to take my friends with me, you know?



You could have two companions in FNV, and in all games up until now, you are frequently adventuring with your humanoid companion and an essential quest NPC (i.e. immortal additional companion), so it's futile to brood over balancing, or whatever the reason would be. It's a problematic discrepancy of gameplay reasons and immersion to me. "This is potentially more dangerous than anything we ever faced, but I'mma stay behind because you might meet someone there anyways or something." is an odd conversation to have.



But as I said, this concerns me more than most I suppose. If you look at it, any companion is useful with an overpowered gun, and useless when doing anything but kill without any sense of finesse. Hence I exclusively travel with people I form a bond with or just like having around, rather than wondering how to get the best perks and reliable backup.

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Zosia Cetnar
 
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Post » Tue Feb 23, 2016 7:00 am

I can agree there and I see where your going with it. Hell, I had a Courier in FMV who was Sharon Cassidy's Daughter (long story) and it would've made sense for Cass to help her.
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Racheal Robertson
 
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Post » Mon Feb 22, 2016 10:01 pm

The Far Harbor poster shows the SS and Dogmeat, so it looks like we can take a companion.

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sexy zara
 
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Post » Mon Feb 22, 2016 10:02 pm

I agree that it would be nice to take your traveling companion with you, and that it's not a tactical or combat issue, it's the fact that you've built up this friendship/romance with your companion, even if it's within your own mind, and that your character/my character, would never just tell them to "wait here" while I go investigate this new area.

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Angelina Mayo
 
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Post » Tue Feb 23, 2016 9:06 am

This exactly.

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remi lasisi
 
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Post » Tue Feb 23, 2016 1:09 am

I think that because of them implementing taming, customisable robot companions and the like in DLC it'd be unfair to slap you in the face and say "NOPE! Leave them behind" unless the story arc called for it like in New Vegas' dead money.


This is a bigger landmass than even skyrims third DLC, so they better well let me take my buddies or give me some interesting characters.
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Melanie Steinberg
 
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Post » Tue Feb 23, 2016 4:09 am

If I can't take Danse with me to Maine, I'm gonna riot. >:-(



I do hope they allow us to take companions with us, I like the colorful comments they make, most of them are useless in a fight but they add replay value when taking different guys to different places and they have different interesting stuffs to say in each area. The new effort they add in this game to the character is very welcoming. It's kinda remind me of Bioware companions. They're a lot more life like than anything Bethesda ever put out with companions, I guess they see how much people like Serana.

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~Amy~
 
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Post » Mon Feb 22, 2016 8:34 pm

I think we can take dogmeat... and probably that`s it.


Adding different dialogue option & voice for X6-88, Danse and Strong could be challenging..


but this is $25 DLC so things might surprise us.

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Adrian Powers
 
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Post » Tue Feb 23, 2016 6:39 am

Every other games have this, and in Skyrim, certain companions get updated and more dialogues options with the DLC. I do hope Beth bring the voice actors back for the DLC. Companions make the game a lot more fun to play, while playing Skyrim again, I miss the companions interaction we have in Fallout 4.

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sas
 
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