(It should be apparent from the thread title and the forum section, but just to be sure: SPOILERS FOLLOW)
I just finished the MQ for the first time, and I thought I'd post my impressions.
So where to start? At the beginning, I suppose. And the beginning of this game is (IMO) far and away its weakest point.
I deeply dislike the overly detailed background for the player character, and I find the PC's initial personal tragedy to be overly motivating: I want my character to have a platform from which to explore the game world, not an obsessive need to follow the main plot, come what may. I found myself fighting against the characterisation given to "me", and in fighting it, I found myself increasingly alienated from the character. This wasn't helped by the player VA, nor by the dialogue wheel which often gives us ambiguous keywords, so that what our toon says isn't what we wanted to say - in some cases quite the opposite.
The Minutemen. Personally, I didn't find the radiant quests as annoying as most people seem to have done. They provided an excellent vehicle to go an explore the commonwealth and grind a few levels, albeit at the expense of a fair amount of what appears to be called ludonarrative dissonance - the idea that the game and the story are working against one another. I couldn't escape the feeling of "why am I even talking about this if all I want is to find the stupid brat?"
The MM quests do get repetitive, of course, and allowing three concurrent radiants is probably too much - one would have done nicely and I wouldn't have felt so smothered in quest objectives. Still, overall it worked quite well.
Having said that, I was very glad to leave them behind and chase the MQ a bit. Piper is a joy to have around (as are all the companions I've adventured with - Piper, Cait, Nick, Codsworth, Dogmeat and even Preston - all made interesting companions) and things picked up considerably from this point.
In particular, hunting down Kellogg and the memory journey afterwards were among the stand out moments of the game. The synths (which I'd not really encountered before this mission) were interesting. Tough enough that I couldn't take them lightly, but not so tough that I had to pump endless rounds into them before they died. If I have a complaint about finding Kellogg, it's the way you have to walk into the obvious trap. This was one of (many, many) things I hated about Dragon Age: Origins - being forced to do stupid things to make it easier for the designer to set up the fight the way they want. That said, at least an avenue of retreat was left open. When two rounds to the head didn't kill him I could still run like hell and pick off synths from cover.
Another stand out moment: emerging from that building and seeing the Prydwen overhead with the BOS announcing their arrival. I knew the BOS were coming, and I knew they had an airship and that was still impressive as hell. Well done.
Back to Kellogg, exploring Kellogg's memories is another high point. In fact, Kellogg comes perilously close to stealing the entire show. Certainly he's far more interesting than the somewhat bloodless Father. I didn't join the BoS this time so I can't comment on Maxson, but Kellogg is tough without being two-dimensional. Aside from some of the companions (like Nick and Cait) he's probably the best developed NPC in game.
The Glowing Sea: This too worked well for me.I was playing a somewhat frail sneak/sniper type, so my only option for exploring was to do it in power armour. So plodding through the radiation, walking to conserve power, and looking at the blasted landscape through the PA HUD ... it was like being undersea and trudging along in a pressure suit. I was always aware that rapid death awaited if I took the suit off.
The endless desolation also worked. After the very dense Commonwealth, the sparseness of the Sea made a strong contrast, and is about what I'd expect from somewhere that had been very heavily nuked. OK, I know the land would probably recover faster than that over 200 years, but this is the future as it was going to be in 1955 or so. I'm willing make allowances.
One quibble on the subject of the Glowing Sea - ease off on the teleporting monsters a little. Mole rats using burrowing as a combat teleport is silly, but I could cope with it. But if I see a scorpion on the far horizon and bounce a sniper rifle shell off its carapace, I do not expect to have it appear behind me in less time than it takes me to reload. Especially if the justification is "it tunnels". Either give the damn things a maximum range or else give the Coursers shovels and spare the Institute the power drain caused by current teleportation mechanism.
The Railroad and the Institute are fun. A lot of the quests are radiant, but there seems to be more variety. I know a lot of them are the same as the MM ones (rescue a kidnapped synth (say what?) or clear the type 1s out of a building) ... but they didn't grate the way the MM quests had come to do. Not sure why, it may simply be the variety. Both factions had decent NPCs. I disliked Desdemona, but I disliked her in the way I was supposed to dislike her and not in fingernails-on-a-blackboard way of Mama Murphy (why did we need her? I mean at all?) or the eye rolling way of Father. About Father...
OK, so I don't like the premise and lil' Shawnee was always going to have his work cut out trying to impress me as a player. All the same: here's a kid who so loved his non-violent, law school trained mother that he saved he from the cryotubes ... and then set up a fight between her and the Institute's most feared cold blooded assassin. Because he wanted to see who would win. And since the odds seemed too much in his mom's favour, the assassin is also cybernetically enhanced and has a dozen or synths to back him up. Then, once she wins and demonstrates that (against all logic) she is a dangerous unknown quantity, he then starts grooming her for leadership of the Institute. It. Makes. No. Sense. At. All.
Shawn rose to be head of the institute, a faction that values rationality most highly. So we can assume that Shawn is both intelligent and rational. Yet these actions are completely lunatic. Maybe facing his imminent demise has knocked a screw loose and he's slowly having a nervous breakdown, it's about the only thing that fits the facts that makes any sense at all. (That, or the player is an experimental 4th Gen synth with memories harvested from the PC's corpse after they died when the crysosystems failed. That would explain pretty much everything).
Mass Fusion: I put this one off as long as I could. I had a somewhat shaky start - a legendary knight spawned on the root just around the corner from the arrival point and kicked my posterior before I realised what was happening. After reloading however, I enjoyed this quest a lot. Sneaking around the long way so I could shoot Knighty's power core out the back of his armour; crouching in the lift picking off the BoS ambushers with Kellogg's pistol as fast as they could show their faces; getting the berylium agitator with a faulty radiation suit and then finding three working ones afterwards. All good stuff.
Brotherhood vs Railroad. Also good fun; defending the base was good solid stuff. Nothing to write home about perhaps, but then I'd been itching to start a fight with one of the BoS types and it was nice to indulge myself. Cambridge Police station was good too. I'd have liked to spend more time scouting and sniping, but when I got inside a certain range, everyone else charged. Oh well, I'd got most of the enemy by that point.
Blowing up the Prydwen: this was every bit as much fun as the moment watching the Pyrden arrive. I talked my way past the challenges and installed the charges without incident, which was nice. I was expected some scripted mishap to force a fight whether I wanted one or not. It was good to be able to choose the non-violent solution for once. If you can call blowing a hydrogen airship out of the skies non-violent, that is.
Assault on the institute: I wasn't quite sure why I was heading through the old robotics section except that that's where the quest marker was. This is a problem I've had quite a lot with the game; the objectives flash up and are then blotted out by the cute quest graphic which then stays on long enough that I'm not watching when it goes away and the instructions are displayed again. Not a big deal since you can generally read it from the log, but I've had things change, map markers added and extra equipment appear in my inventory - all without knowing why it happened.
That aside: good fight. The institute makes a good combat arena and I enjoyed the fight. Father's invincible certainly of his own righteousness was a little disappointing. I'd have like to be able to raise the subject of murdering people so they could be replaced by synths or synth attacks on settlements for no apparent reason ... but it wouldn't have added anything I don't suppose. Shawn is a high functional nutjob; it doesn't really do to anolyse it beyond that point.
The touch of giving the player the same device that Burke gives the Lone Wanderer in F3 is a nice touch. In fact, I have something I want to get off my chest.
All you folks who complained (and are still complaining) about destroying megaton being too lightly dealt with in F3 - this is all your fault. This is what it takes to blow up a major nexus of civilisation in a post apocalyptic world and having it mean something - the whole game is about that, and nothing else. Nothing else would do it justice. So having established that, perhaps we can all move on. And Beth? If for F5 we could move on from the family theme as well, that would be appreciated. I don't want to spend the next one finding out that I'm the third clone cousin, twice removed of the Lone Wanderer, or that I'm secretly my own grandfather due to a time travel accident happening later in the plot. Please, let's find a new theme.
As you might gather from the above, I have slightly mixed feelings about the actual ending. It would have been nice to have had an option not to nuke Boston by that point. I suppose I could have walked away. Didn't try it for fear of what I might mess up if I left a major quest-line hanging like that.
To an extent this is to the credit of the writers. I came to like characters in all the factions, and I didn't want to kill any of them. Another criticism of F3 was the lack of the trademark Fallout "no right answers" moral ambiguity. And yet here it is, writ large. There really wasn't a good way to resolve this conflict, and while I've only done one ending, I doubt the others are much better. Some will favour the BoS or the Institute for political or philosophical grounds, but I doubt anyone's hands will be any cleaner after those endings.
I will say that I think the ambiguity works better on a smaller scale. F1 & 2 had no-win situations, but the Master and the Enclave were clear bad guys and you could feel good about beating them. I'm not sure I feel good about the solution here at all. I mean I was never going to choose the militaristic BoS (Kudos for having them back on form after Lyon's Kinder Gentler Brotherhood, BTW) and the institute's mix of hard pragmatism and intellectual elitism sounds lack a recipe for misery, even with the player nominally in charge. The ending was well written, but still unsatisfying, and I say that not as a complaint so much as as feedback. I can appreciate the intention here, but I'm not sure it worked as well as it might.
That said, it was nice not to have an cookie cutter bad guy. I guess there's no pleasing some people, even when the person is me.
Overall? Overall it was a damn good ride, albeit one that nearly derailed in the first five minutes. I'm looking forward to the CK and some DLC. A few more side quests would be nice.