You would think with a sound engineer they could at least make one character's voice sound like many different voices.
You would think with a sound engineer they could at least make one character's voice sound like many different voices.
DLC featuring Maine.
Bath Iron Works, Maine Yankee Powerplant and the Air Force base up north would and do make us a first strike target in case of global war.
We are close enough to Boston, but remote enough to provide a good location for a DLC heavily based on the wilderness, and that same wilderness would provide a challange as we are mostly Hills, forest and swamps.
We have solid fishing, hunting and lumber industries that date back to the founding the country. Resources that would be valuable to any group trying to get back on their feet.
I can see it now: It would start with reports of the sighting of a steam ship near boston harbor. A cross between old and new technology. Adventurist types would be hired to discover where these ships are comming from and who is making them. Parties would start heading north into the radioactive swamps, fending off bandits, mutant wildlife, and other groups. The Native American tribes (Their are quite a few up this way) would have to either be made peace with or dealt with. Finaly, negotiations with the shipwrights and woodsmen to arrange trade and travel to and from Boston, with the final payoff being new shops and equipment being sold in the Boston area, along with a stipend of caps and/or raw materials for the PC.
fallout 4 to be a true open world rpg where you can go where ever you want when ever you want and be whoever you want all in true fallout atmosphere
within the gams limit
2 of them already been debunkerd and all information seems to lead that the third one will be frbunked aswell
That Fallout 4 will actually take us to a level of adventure that is greater than what we had in Fallout 3 and NV. From what I've seen thus far, settlement building aside, the growth of the game is all lateral. I'm not talking about gun play improvements, which I know I'd appreciate, I'm meaning the story writing and gameworld elements that are new and unexpected, which can take us to something/someplace beyond recycled territory....
I'm probably in a small niche with this one, but a decent, well designed built environment.
Bad Karma options for players who want to play a "Lawful Evil" type character. Fallout 3 had some, but for most of their karma options were only for people playing a masochistic dike who commits attrocities for 'Teh Lulz", which is fine, but it would be nice to be able to play the type of character who does bad for reasons other than a casual inclination towards mass homicide. The most painful example is the bad karma ending for the main quest, were you poison the well, so to say. It would make sense if you could, say, join the Enclave, but since you can't, there is no reason to do it other than because you are a spiteful [censored] who hates all humanity, which again, is fine if you play that kind of character, but if you don't, then there are no other bad karma options.
Pc will actually have to stop and go to the bathroom every now and then.
Drugs and alcohol will have a noticeable visual effect to accompany what they are actually doing to your system.
That's something I'm glad won't be in the game. Having to stop what you're doing to relieve yourself every couple of hours does not make for enjoyable gameplay.
More like watching a meter on the side of the screen filling up then suddenly getting a message "You have wet yourself."
Somewhat agree with this one, although I'll reserve judgement till the game comes out.
I would like the spouse to be alive and have the option to recruit them as a follower. This may pale in comparison to what others have said in this topic, put it seems to me that people almost universally think that the spouse will be dead or want him/her to be dead so I think this counts as an unrealistic expectation.
No force-greetings, all non-combat interactions with NPCs should be by player choice.
No quests automatically added to the log, all should have the option to decline them.
No 'Essential' NPCs, if a quest giver/receiver dies, so be it.
Ability to actually fail quests.
Real, tangible, consequences for our choices.
Actual choices to have consequences for.
Quality story/dialogue writing.
Hey, a guy can dream, can't he?
A comprehensive set of instructional videos on how to use the new GECK when they release it.
Hell, I'd be willing to create a kickstarter campaign to help them offset the costs for making them.