Roleplaying in this game is absolutely impossible.

Post » Sat Nov 28, 2015 8:33 pm

Of course roleplaying is not impossible, but neither is it impossible to roleplay in Jak and Daxter. The fact remains that Fallout 4 does not support or encourage roleplaying in any way shape or form, even less so than 3 did.

In Fallout 4, I鈥檓 not asking for a blank slate of a character, I鈥檓 asking for enough room to express myself.

Yeah. Things like this are what make it unessesarily hard to roleplay in Fallout 4. Not impossible, but not encouraging either.

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Georgia Fullalove
 
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Post » Sun Nov 29, 2015 1:00 am

I like my personality, no intelligence and running around laughing like I pulled a bunny out of my dunce cap whenever I randomly get 5X exp from the luck skill.
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Susan
 
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Post » Sat Nov 28, 2015 4:43 pm

I knew the voiced protagonist would be a problem for this very reason. You don't feel like it's your own character. You are given a voice and a backstory that is chosen for you. They are even using a dialogue system like the Witcher3, a game I don't care for.

I hope they don't screw up TESVI like this.
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Niisha
 
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Post » Sun Nov 29, 2015 2:11 am

Agree. If this game was not named Fallout, I would be quite ok with it. But the wanton destruction of most of what made the previous games memorable (even FO3) in favor of the shooty bits, I am having a hard time with.

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Nienna garcia
 
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Post » Sun Nov 29, 2015 2:29 am

Same here, for this one, and its predecessor.
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Hella Beast
 
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Post » Sun Nov 29, 2015 1:47 am

It is more of an action game.... get over it. Or try wasteland 2...

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:)Colleenn
 
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Post » Sun Nov 29, 2015 6:32 am

Sarcasm clearly doesn't work on the inter0webz.

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Emmie Cate
 
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Post » Sat Nov 28, 2015 7:31 pm


I love these backgrounds. I am very much having a blast roleplaying the back story myself and the fact that my character Vivian Black is trying to cope with the current state of the world after the death of her husband and unknown fate of her son(hasn't even been a day game time) is very cool. She was a middle class lawyer who will ultimately turn bad ass renegade and possible give up on believing her son is alive. Until she finds some clue a month later (whenever I decide to do the main story) and seeks to take up the search again with all hardcoe dialogue, shoot a [censored] in the face options.
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Andrew Tarango
 
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Post » Sun Nov 29, 2015 7:41 am

Arcanum has background seeds, to help the player flesh out their character's past... but these have an effect the game.

http://i271.photobucket.com/albums/jj125/Gizmojunk/Arcanum.gif

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priscillaaa
 
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Post » Sun Nov 29, 2015 12:27 am

Bethesda has been systematically removing the "RP" from "RPG" for ages. And now they've finally realized their vision! The "G" now also stands for 'Generic', 'Gauche' and 'Greedy'.

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Gemma Archer
 
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Post » Sun Nov 29, 2015 6:01 am


Those are our only options. You are either a male or female with a child and a voice that is picked for you.

At least in the elder scrolls games, they left the protagonists backstory mostly a mystery. BGS even said they like for players to make up their own backstory. Well, in Fallout you don't get to do that.

BGS, please, no voice protagonist and forced backstory in TESVI.
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xx_Jess_xx
 
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Post » Sun Nov 29, 2015 7:13 am

I think the main problem with the game for me is that it feels like you're controlling someone else's character and not your own, and not because of the backstory but because of the whole voice thing (thought I don't think playing the pre-war segment really helped).

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louise fortin
 
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Post » Sat Nov 28, 2015 6:42 pm

This subject has been getting beaten to death since we learned about the protagonist months ago. And you're opinions are not unfounded, but I will say this about this statement here.

1. You're an Army Veteran in a time of war. Nothing has ever been said about what the protagonist actually did (unless mentioned later on in the game, if so just say so but no spoilers please). Nothing was ever said what type of Veteran he during the war. A desk jockey during a time of war, helping in the war department making sure mail goes where it needs to go, is a war veteran. Never saw combat, not even close. But they are a veteran. Really what it boils down to is this: This guy was in the army, and he was in it during wartime.

2. There are many people out there who live in that middle-class suburban home and guess what? They're not financially stable, they're not responsible, they just happened to come across something in their lives that allowed them to live there. Maybe a poorly invested inheritance spent on a house they can't afford the mortgage on...but thankfully everybody gets bombed so no big deal. The point is, just because you live there doesn't mean they lived there for long, or are financially stable enough to keep the place. I live in the suburbs right now and I'm very responsible, but there were times I wasn't sure my finances would keep me there. Thankfully things panned out for me.

Honestly, this is the first time we've had a character that is not a true Vault Dweller...but then again, all the vault dwellers that have been there...guess where they all probably came from?

Yep, that's right...the supposed middle class financially stable and socially responsible families of the suburbs or their descendents that carried on their culture and lifestyle in the vaults. So in essence: the Sole Survivor, the Lone Wanderer, the Chosen One, and the Vault Dweller all have similar backgrounds. The only character that really deviates from this was the Courier.

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Big mike
 
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Post » Sun Nov 29, 2015 4:48 am

they should just make an option to turn off character voices. Surely it wouldn't be that hard to program. I like the voice but I completely understand why some would hate it

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Jennifer May
 
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Post » Sun Nov 29, 2015 12:30 am

If not, doubtless someone will mod a sample replacer swaps the PC's voice files for silence ; (presumably before the next GECK release; as it should be an easy fix with the GECK).

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Jay Baby
 
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Post » Sun Nov 29, 2015 4:16 am

I'm not having any problems RP-ing. Must be a modern-day video gamer thing.

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Rinceoir
 
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Post » Sat Nov 28, 2015 8:28 pm

Sorry. I've got to be pedantic. The Chosen One wasn't a vault dweller in any shape or form. I mean, I'd love to forget they were a tribal - but they were. Speaking of roleplaying regarding that very issue: In Fallout 2 you are a tribal, told you've lived in Arroyo all your life, and that you are the grandson / granddaughter of the Vault Dweller. Considering how rock-stupid and backwards Fallout 2 portrayed all the tribals, that's quite a hurdle to overcome if you wanted to roleplay a geeky computer nerd.

So Fallout 4 is only different in regards that the protagonist is voiced. The background given to the protagonist is no more restrictive to roleplaying than any other background given to the protagonists in the Fallout series.

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Yonah
 
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Post » Sat Nov 28, 2015 7:34 pm

I feel like you missed part of what I was saying.

I made it clear that PREVIOUS FALLOUT GAMES HAD RESTRICTIVE BACKSTORIES TOO.

Let me say what I was trying to say again:

In 3, I could make it clear through dialogue that I didn’t care about my father or his quest. To be fair that mindset would lock me out of the main questline, but at least it was an option. I didn’t have any responsibilities forced upon me, I didn’t have a job picked for me, I wasn’t forced to be married and have a family of my own. I was, more or less, left to my own devices the moment I left the vault.

Even though Fallout 3 forced you to be a 19 year old and the son of scientist, the tutorial allowed you to determine what type of person you were, what your character’s interests were, what sort of occupation you wanted to have, whether or not you were a violent sociopath.

Nothing about your pre-set backstory determined anything significant about what type of person you had to be.

This allowed me to create a different character each time I played the game. In one playthrough, I was the star athlete of vault 101’s baseball team. My character used a baseball bat to bring justice to the wasteland. In another playthrough I was a mad scientist, an anarchic trouble-maker who, according to my aptitude test, was obsessed with explosives and science.

In Fallout 4, no matter what, I will be a middle-class U.S. soldier with a wife and child whom I apparently love.

OR

I'll be a middle-class lawyer married to a U.S. soldier with a child whom I apparently love.

Sure, I can randomly decide to go insane once I leave the vault, but I can do nothing to change the core aspects of who my character is.

Not only that, but from what I’ve seen the dialogue is very bland. You never really get a chance to flesh out your character’s personality. At best you can be sarcastic or hostile at times, but it all seems very disjointed and schizophrenic. The issue is made worse with the inclusion of voice-acting, so you can’t pretend your character is delivering his lines in a way that would make sense for the personality you chose for him.

So, I COULD randomly decide to go insane once I leave the vault, but whenever I decide to talk to someone, my character will remain calm and even-toned outside of specific situations.

So yes, previous Fallout games had pre-set backstories as well, and yes, it's POSSIBLE to roleplay if I just close my eyes and pretend, but Fallout 4 makes it much more difficult and gives me much more to work around than previous titles.

Edit: To the person above me, you're totally right: Fallout 2's storyline was restricting as well. I would say that that was a problem just like it is in Fallout 4, and one of the reasons people are still divided on Fallout 2.

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Brentleah Jeffs
 
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Post » Sun Nov 29, 2015 2:38 am

Oh, I c wut u did thar...

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Blackdrak
 
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Post » Sun Nov 29, 2015 4:41 am

I should have follow my first mind...I though you were joking! lol

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Alyce Argabright
 
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Post » Sat Nov 28, 2015 6:15 pm

I concur, and that was you using Fallout 3 as an example which before Fallout 4 was the most intrusive in terms of roleplaying.

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Samantha Wood
 
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Post » Sun Nov 29, 2015 3:49 am

There are two issues. First the small one: They don't sound like the PC the player crafts. It's annoying, but not a deal breaker.
The real issue is the limitations that having a fully voiced fixed script (and HIGHLY variable) protagonist, [what it means for plot mutability]; and the effect on mod makers ~making it up to them to figure out how to seamlessly add their quests into the game, when the PC cannot speak their custom lines... unless they manage to recycle or impersonate the two voice sets.

I don't (at all) see this as a problem for an RPG; in Fallout your PC was 20 [officially]. As for FO4 and the role of a middle-class U.S. soldier with a wife and child whom he apparently loves... if that's the role, then that's the role; anyone can roleplay that one ~it's easy. :shrug:

'Nameless' in Planescape:Torment was more difficult. He was an ageless immortal with a checkered past that he did not fully recall. It was a lot harder to extrapolate how a being of that nature would react to the world. Witcher [1] was easier, as the character of Geralt was pretty fleshed out, and he had friends; and you could tell a bit of what he was like based on his friends, and their initial attitudes towards him. Those are two of the best RPGs that I know of, to date.

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Thomas LEON
 
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Post » Sun Nov 29, 2015 1:14 am

Role Playing in any Fallout or Elder Scrolls game is never impossible.

Let me show two of my characters, one from Skyrim and one from Fallout 4(I don't have the game yet and I've already got her backstory laid out).

The Elder Scrolls V: Skyrim:

Name: Christine Ryker

Age: 19

Race: Imperial/Akaviri

Place of birth: Province of Cyrodiil

Class: Ranger

Skills: Light Armor, One Handed, Archery, Lockpick, Sneak, Pickpocket, Alchemy, Restoration, and Illusion.

Biography of life prior to the events of Skyrim:

Christine was born in a small village in Cyrodiil. Her mother, Ritta Ryker, was an Akaviri and her father, William Ryker, was an Imperial. Her father also served as a Captain in the Imperial Legion. Both her parents, as well as herself, her twin brother, and her younger brother and sister were worshipers of Talos, but they kept their beliefs hidden for fear of reprisals from the Thalmor. The only person outside of her family that knew this, was Captain Ryker's commanding officer, General Tullius.

At the age of ten, Christine witnessed the destruction of her village by bandits. In the ensuing chaos, she was separated from her siblings. She managed to escape. Her parents were both murdered by Thalmor assassins as they were returning to the village. She managed to seek refuge in a nearby farm where she stayed until she was taken to an orphanage in the Imperial City. She stayed at the orphanage until she was 15, after which she left. During her time at the orphanage, she developed an interest in lockpicking. She would often sneak out at night, and became very good at it.

After leaving the orphanage, she decided to put her talents to use. As she sought employment, she learned that the reason her parents were killed was because a corrupt Imperial officer had learned of their beliefs and sold them out to the Thalmor. Wanting revenge, Christine decided to hunt him down. Using her skills, she learned of the Officer's identity from the Legion, sneaked into his home, and killed him. A week later, she was contacted by the Dark Brotherhood. Apparently, the DB had been contracted to eliminate the corrupt Imperial Officer, but she beat them to it, and they decided to offer her a place in their group. She decided to join the Dark Brotherhood for the sole purpose of eliminating the corrupt from the world, but she had one rule: She would never murder an innocent.

During her six month time with the Brotherhood, Christine excelled in the use of Illusion Magica. However, one day, the DB received a contract to eliminate a corrupt politician. Christine was given the assignment, and she carried it out. However, she later discovered that the politician was in fact an innocent. The person who contacted the DB was in fact a corrupt politician, and wanted to remove opposition. Outraged, Christine returned the money she was payed for the job, and informed the group she was leaving. The group informed her that once she joined, she couldn't leave. Christine was further enraged by this, but decided to wait for the appropriate time to make her move. During the night, Christine slipped some sleeping powder into all of the wine bottles the group had, she'd already made it known that she didn't care for wine. The next night at dinner, all of the members of the DB passed out from the wine. Christine retrieved the group's gold, set the hideout ablaze, and made her exit. She left the gold with the widow of the politician she had murdered as penance. She then tracked down the corrupt politician and slayed him as he slept.

A few weeks later, as she was walking through the bustling market in the Imperial City, a merchant named Zander, tried to sell her some fake merchandise. Christine had developed a keen eye during her time with the DB, and so she was able to see through Zander's scam, and called him out on it. Realizing she had enormous potential, Zander decided to recruit her into the Thieves Guild. She accepted the offer, and became a member of the Thieves Guild. For two years, Christine excelled in lockpicking, pickpocketing, and sneaking, quickly becoming one of the best in the Guild. However, during one job, she accidentally killed a bystander. The Guild leaders wanted to punish her for violating their code. Zander asked for leniency towards Christine, claiming the death was an accident, instead proposing that she not be paid at all for the job, instead of the harsh penalty they had in mind. The Guild leaders accepted his proposal, and denied Christine her payment for the job. After two and a half years with the Guild, Christine decided to retire. Zander was sad that she was leaving but wished her luck and gave her 5000 septims.

After leaving the Guild, Christine became a Bounty Hunter. She quickly became one of the best in Cyrodiil, excelling in the use of swords and bows, as most of the bounties were wanted either dead or alive. A year and a half after she took up the Bounty Hunter trade, she was pursuing a man wanted for numerous crimes, including murder. She tracked the criminal all across Cyrodiil, eventually learning that he'd crossed into the province north of Cyrodiil. Not knowing what else to do, Christine had little choice but to cross the provincial border into Skyrim.

Interests:

Christine has shown a great interest in the Dwemer. Once when she was five, she wandered away from her village, and ended up in an ancient Dwemer fort near her village. When he learned of her disappearance, her father lead a squad of Leigionarres into the fort to rescue her.

Personality:

Christine has a sense of honor. She will not tolerate betrayal. Once, during her days with the Thieves Guild, a member of the Guild stole gold from the Guild's vault. The Guild leaders considered this a betrayal, and tasked Christine with eliminating the rogue Thief and recover the gold he stole(this was one of the rare instances in which murder was sanctioned by the Guild, as the Guild has a rule of No Killing). She will help people who are not capable of helping themselves.

Chosen side in the CW: Christine decided to follow in the footsteps of her father, and decided to join the Imperial Legion.

Fallout 4:

Name: Christine Ryker
Gender: Female
Race: White Caucasian

Occupation: US Army Ranger/Housewife/Mother/Wasteland Ranger


Christine Ryker served as a Ranger in the US Army, stationed in Anchorage, Alaska during the conflict between the US and China.

While out on patrol, Cpl Ryker and her squad came under fire from Chinese forces. Christine and her CO, Lt Maxwell were both wounded. Christine took two bullets in her left arm. Lt Maxwell's wounds were more serious.

Despite her wounds, Christine took command of the squad and led them to a small nearby town.

Because of the town's proximity to a Chinese base camp, and periodic harasment and threats from Chinese forces, the town's citizens were hesitant at first at giving shelter to US forces.

Christine, seeing their troubles, convinced the town to stand their ground, and fight back.

Armed with weapons that they had obtained from a hidden cache underneath the town hall, the town's citizens and Army Rangers, under Christine's leadership, fended off the Chinese soldiers.

The Rangers and citizens held back the Chinese long enough for the 405th Ranger Regiment to arrive to privide support for the Corporal and her troops.

During the siege, Christine was injured a second time, this time a bullet from a sniper rifle went right through her right leg.

Despite the injury, Christine was able to locate the sniper, a member of the Crimson Dragoons using a stealth suit with the stealth field active. Christine drew a bead on him and put a bullet right through his visor.

With the arrival of reenforcements, the Chinese were forced to abandon their base camp and retreat.

The victory was shortlived as Christine discovered that during the siege, Lt Maxwell had died from his injuries. Before passing on, he left a note detailing her bravery and determination and recommended that she be nominated for the Congressional Medal Of Honor.

While recuperating at the 4075th MASH, she was informed that the sniper bullet did more damage than they could handle. She was going to be discharged and sent to Boston where she could recieve better treatment.

Her CO, Captian Barnes later informed her that not only was her MoH nomination approved, but that he had recieved special permission to advance her in rank to First Lieutenant.

After returning home, Christine married her High School sweetheart, Jake Anderson. They had a son named Shaun. Seven months later, the bombs fell.

S 4
P 4
E 4
C 4
I 4
A 4
L 4

These are two examples of how you can role play a character. But the point here is that it is very easy, and very possible to role play in Fallout 4. You could even do that in Fallout 3 if you really really think about it. It's not that hard at all.

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suzan
 
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Post » Sun Nov 29, 2015 12:49 am

Why are we comparing Fallout to a completely different (albeit great) rpg? I don't play Planescape for the same reason I play a Bethesda game. I don't play Mass Effect for the same reasons I play a Bethesda game either.

In regards to the character from Fallout 1, I feel like every person whose quoting me is leaving out a huge chunk of my post where I explain the difference between Fallout 4's pre-set character and the ones from other Fallouts, and I don't know why:

I feel like you missed part of what I was saying.

I made it clear that PREVIOUS FALLOUT GAMES HAD RESTRICTIVE BACKSTORIES TOO.

Let me say what I was trying to say again:

In 3, I could make it clear through dialogue that I didn’t care about my father or his quest. To be fair that mindset would lock me out of the main questline, but at least it was an option. I didn’t have an occupation picked for me, I wasn’t forced to be married and have a family of my own. I was, more or less, left to my own devices the moment I left the vault.

Even though Fallout 3 forced you to be a 19 year old and the son of scientist, the tutorial allowed you to determine what type of person you were, what your character’s interests were, what sort of occupation you wanted to have, whether or not you were a violent sociopath.

Nothing about your pre-set backstory determined anything significant about what type of person you had to be.

This allowed me to create a different character each time I played the game. In one playthrough, I was the star athlete of vault 101’s baseball team. My character used a baseball bat to bring justice to the wasteland. In another playthrough I was a mad scientist, an anarchic trouble-maker who, according to my aptitude test, was obsessed with explosives and science.

In Fallout 4, no matter what, I will be a middle-class U.S. soldier with a wife and child whom I apparently love.

OR

I'll be a middle-class lawyer married to a U.S. soldier with a child whom I apparently love.

Sure, I can randomly decide to go insane once I leave the vault, but I can do nothing to change the core aspects of who my character is.

Not only that, but from what I’ve seen the dialogue is very bland. You never really get a chance to flesh out your character’s personality. At best you can be sarcastic or hostile at times, but it all seems very disjointed and schizophrenic. The issue is made worse with the inclusion of voice-acting, so you can’t pretend your character is delivering his lines in a way that would make sense for the personality you chose for him.

So, I COULD randomly decide to go insane once I leave the vault, but whenever I decide to talk to someone, my character will remain calm and even-toned outside of specific situations.

So yes, previous Fallout games had pre-set backstories as well, and yes, it's POSSIBLE to roleplay if I just close my eyes and pretend, but Fallout 4 makes it much more difficult and gives me much more to work around than previous titles.

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YO MAma
 
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Post » Sat Nov 28, 2015 10:06 pm

WOW WOW WOW ppl should take the chill pill =P.

ahahah, all of u get mad about not been able to roll play when on each of the Fallout game u have the back story per-set for u. F1 u are a Vault dweller from V13 u cant change that and u live your whole life there till they kick u out. F2 u are a tribal no meter what u do u are a dirty not smart tribal, bc if u know about computer or someone know about it they wont live like they do on that game. F3 u are the child that born on river city and your father took u to vault 101. the Tunnel snake are always the bully and Amata(if i remember correctly) like/love u, and the overseer dont like u or ur dad. FNV, not meter how much u want to dress it u are the courier, is more u spend the [censored] 4 DLC learning who u are, contradicting everything u roll play till that point.

I really dont see all the problem that they give a deep backstory this time, is more after u leave the vault u can do what ever u want, hell u can ignore and dont look for ur son or shoot everyone on the museum.

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Katie Pollard
 
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