The true flaw of Fallout 4 by C.T. Phipps - The Halfassedry

CT Phipps

Carbon Dated and Proud
Unlike a lot of people here, I don't hate every single thing about Fallout 4 and I got my money's worth, IMHO. The problem with the game for me is that throughout playing it, I felt like the game was incredibly rote and paint-by-the-numbers.

Repeatedly, I felt the game had a lot of places where they could have gone in an interesting direction but instead chose not to. I've made a mention of the game as "warmed over Fallout " as my primary descriptor and I think that's a pretty good description as they tried to copy elements from New Vegas and add them to Fallout 3 but managed to fail at being both.

For me, the chief problem with Fallout 4 boils down to the fact not only is the game not ambitious but it's very clearly a game which is made of cut corners. Aside from Telltale games, I have yet to see a game which has as many repeated dialogues and choices which don't actually make any real difference whatever.

My first noticing of this happened early in the game when I reloaded and tried out the various responses to the "I hate newspapers" line. ALL OF THEM ARE THE SAME. You get no different reaction whatsoever. It was a moment of crystal dawning horror that my decisions or dialogue didn't matter.

Even superficially.

It climaxes with the fact there's only two endings to the game. Pro-Institute and Against-Institute. The Brotherhood of Steel, Minutemen, and Railroad endings are identical in their companion dialogue and endings. That's a failure on a BARE MINIMUM level. At the very least have different reactions for your companions on these very different factions.

It also shows up in the world-design as there's about eleven settlements which can be claimed by the Minutemen and the majority are pretty much identical. There's a farmhouse and space for the farms. The few which stand out like Spectacle Island and the Drive-Through are notable for said fact. Still, there's a massive portion of the gameworld which is empty because it assumes the player will fill it in for the developers.

As much as people hate on the game, I actually think it had a lot of real potential. The idea of someone from the Pre-War World entering the Post-War World and having a massive case of culture-shock is a very intriguing idea and could have lead to a lot of fun dialogue moments. However, there's very few of these in the game ("Look, dumbass. This is baseball" and "My favorite stadium being a shantytown") are ironically two of the only lines which show the SS as a character--and weirdly both are about baseball.

If they were going to do a dialogue wheel, they should have divided it at least with something like this:

1. Aggressive
2. Diplomatic
3. Humorous
4. Pre-War Shellshock

I loved a lot of the side-quests too with the Silver Shroud, U.S.S Constitution, and yes even Cabot House. However, it felt like there were far less sidequests this time around per square inch of map than there were before. I honestly think this game needed 3-4 times as many individual side-quests. But that also relates to the half-assedry because it seems like it was expected you'd fill up your time with radiant quests.

NO ONE likes radiant quests.

There's a lack of lore, in-game justifications, and the terminals rarely talk about things relating to the existing factions.

I LIKED Fallout 4 but I could have loved it.

:sigh:
 
My biggest complaint all along with Fallout 4 is that it had no direction, no focus, no coherent design philosophy. It's like they all just sat around someone's apartment drinking beer and eating pizza and telling each other the things they thought were "cool" in Borderlands, Minecraft, MMOs, etc., and then just threw it all together, got it sort of working, and slapped a Fallout label on it.

No thought given to how all this "cool stuff" would play together in the same game. No thought given to how it might shit all over the Fallout lore, some of which was their own from FO3. No thought given to how it would make crafting a compelling, well thought out story arc all but impossible.

Just no thought given, period.
 
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My biggest complaint all along with Fallout 4 is that it had no direction, no focus, no coherent design philosophy. It's like they all just sat around someone's apartment drinking beer and eating pizza and telling each other the things they thought were "cool" in Borderlands, Minecraft, MMOs, etc., and then just threw it all together, got it sort of working, and slapped a Fallout label on it.

No thought given to how all this "cool stuff" would play together in the same game. No thought given to how it might shit all over the Fallout lore, some of which was their own from FO3. No thought given to it would make crafting a compelling, well thought out story arc all but impossible.

Just no thought given, period.

There's an interesting moment at the very beginning where the game lost me.

It's the Spouse.

Married protagonists are rare in video games so I was already interested in where they would go with the storyline once they introduced Nora (Nick for female SS). Much like Elizabeth in Bioshock, I love when games really take an effort to get you to know and love a character.

When I saw there was cryogenic freezing, a story popped in my head as writers often have to deal with.
Which went like ths, "Oh, I get it, we're going to be separated by the wife being unfrozen with the baby early! They'll go on to have their own life outside of the Wasteland and you'll catch up with them! Maybe she's married someon else and you have to let her go or maybe you can try to rekindle your relationship or decide to not pursue it because you're in a relationship with someone else."



Oh.

They just killed the Spouse for Punisher-esque Pathos.

...

The single LAZIEST and most common plot use for family in fiction.
 
Honestly the generic "you were actually a synth the whole time!" twist that I thought they were going to go with was better than what we ended up getting. At least then you could fill in the gaps in bethesda's writing and the main character's shitty, robotic performance with him being a "glitchy" android.
 
They just killed the Spouse for Punisher-esque Pathos.
That's why Fallout 3 is still the superior bethesda game. In Fallout 3 player and player character were the one, to some extend, they both didn't know the mother and never supposed to. Not to mention the other bits of comparison.
Morrowind wasn't written and directed by Bethesda.
 
That's a failure on a BARE MINIMUM level. At the very least have different reactions for your companions on these very different factions.
Something New Vegas got right.

If they were going to do a dialogue wheel, they should have divided it at least with something like this:

1. Aggressive
2. Diplomatic
3. Humorous
4. Pre-War Shellshock
No to hell with the stupid dialogue wheel, there should be no need for this arbitrary limit of dialogue choices. There should be many to fit the roles of whatever kind of character you're playing as.

Much like Elizabeth in Bioshock, I love when games really take an effort to get you to know and love a character.
There was NOTHING good about that shitty game and all that character managed to do the whole game was randomly throw you items. I felt no need to give a shit about her.
 
Something New Vegas got right.

Yep.

No to hell with the stupid dialogue wheel, there should be no need for this arbitrary limit of dialogue choices. There should be many to fit the roles of whatever kind of character you're playing as.

There's usually about 4-6 choices for a character anyway.

There was NOTHING good about that shitty game and all that character managed to do the whole game was randomly throw you items. I felt no need to give a shit about her.

They took time to develop her, show her as a fundamentally good person, and made her helpful in gameplay. What didn't you like?
 
I knew I must have done something wrong.

:)
No wait I found one
Much like Elizabeth in Bioshock, I love when games really take an effort to get you to know and love a character.
Making her the most generic bubbly, upbeat, conventionally attractive person who has zero downsides at all is not effort. It's the fucking placeholder text of "female character that is supposed to be likeable". She's been locked up alone almost her whole life but she acts like a Disney princess instead of a tortured individual. They also remove any work they'd have to do gameplay-wise by making her a permanent escort with no downsides so she just follows you around invisible to enemies chucking ammo at you.
 
They took time to develop her, show her as a fundamentally good person, and made her helpful in gameplay. What didn't you like?
I'm not him, but substracting Elizabeth from the gameplay completely is cheap move. I mean, she's not in danger and can't be killed. Enemies are not trying to capture Elizabeth, they just go towards destiny and shoot you even when they have the oppurtunity to actually capture her.
 
@CT Phipps
Edit:
>Love = 10/10
>Like = 10/10
>Neutral = 10/10
>Dislike = 10/10
>Hate = 10/10


Edit:
>Love = 9/10
>Like = 9/10
>Neutral = 9/10
>Dislike = 9/10
>Hate = 9/10

Sorry guy, but your ability to calculate/rate things equally regardless of what they are in your love/hate scale makes any comment you make referring to your like/love of something the same.
It's like if I say I like lasagna, but I love Spaghetti, I would rate them both 9/10 Every person in the world would think I suffered from brain damage from an early age, then when using those words and trying to be taken seriously, most people would just ignore me, or perceive me as the guy with brain damage.

You need to repair your line of thinking before I can take you seriously. I don't hate you anymore, but you could do a lot more to be liked.

"I LIKED Fallout 4 but I could have loved it."
or
Edit:
"I 9/10ed Fallout 4 but I could have 9/10ed it."
It makes no sense.
 
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There's usually about 4-6 choices for a character anyway.
Given that there are games in the 90s which had 8 average, and often had up to 16 different choices(See below)
planescape_02.jpg

It's ridiculous that RPGs in the 2000s think they can get away with an average of 4-6, when games in the past did stuff like that.
 
It's ridiculous that RPGs in the 2000s think they can get away with an average of 4-6, when games in the past did stuff like that.
The voice acting is quite costly... And not every game was like PS:T, tbh.
 
The voice acting is quite costly... And not every game was like PS:T, tbh.
Fallout: New Vegas still ended up having some conversations that had almost that many options.
I can't find the screenshot for the life of me know but I remember Father Elijah in Dead Money had loads of questions you could ask him and a lot of them would branch off into more stuff to talk to him about.
 
I can't find the screenshot for the life of me know but I remember Father Elijah in Dead Money had loads of questions you could ask him and a lot of them would branch off into more stuff to talk to him about.
I reckon there's ~10000 voiced lines in all FNV DLCs. Quite a big number, but still not quite enough.
 
Given that there are games in the 90s which had 8 average, and often had up to 16 different choices(See below)

It's ridiculous that RPGs in the 2000s think they can get away with an average of 4-6, when games in the past did stuff like that.
Both PST and KotoR 2 had dialog options that amounted to flavor, but froze me in my tracks and made me consider how to answer. I actually feel shock when I run into those situations, maybe because great dialog and the scene/story setup that are required for it to work are so rare. Moments that make you think, "who is this character I'm playing?" As opposed to say, "that's not my character!" or "does the writer even know what sarcasm means?".
 
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