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Post by jaison1986 on Feb 8, 2018 16:28:39 GMT
I agree, the plot was a mess. But I'm not sure I get your point. Because character wise, your protagonist has every reason to go and find their missing son. But if you're speaking purely from a player perspective, I understand why you wouldn't care.
If I had any say in the development of this game, I would have told the devs to scrap the settlement system altogether and focus resources in improving characters, quests and the overal storyline. This game tried to mimic New Vegas when it came to giving several factions for the player to choose, and it failed miserably while trying to do so.
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Post by CHRrOME on Feb 8, 2018 18:03:17 GMT
I agree, the plot was a mess. But I'm not sure I get your point. Because character wise, your protagonist has every reason to go and find their missing son. But if you're speaking purely from a player perspective, I understand why you wouldn't care. If I had any say in the development of this game, I would have told the devs to scrap the settlement system altogether and focus resources in improving characters, quests and the overal storyline. This game tried to mimic New Vegas when it came to giving several factions for the player to choose, and it failed miserably while trying to do so. From a purely plot standpoint, yeah, the character (whether it's the dude or Nora) should care about their son (unless specified otherwise). But as players, the plot is presented in such a way, most people just forget about it or do the main quest at snail's pace. It's an "open world" RPG and that sense of haste they tried to impose on us simply doesn't work. Even the character doesn't seem to care whether you already met every single faction before starting to investigate the whereabouts of your son or not. It's kind of like Mass Effect 3, in which you know you're running out of time, but in Fallout 4 the game design doesn't give you a sense of urgency. Which could be fine, many people don't like that, especially on an RPG, but then again why chose this plot then? I agree about the settlement system. I always say Bethesda just did what they wanted to do with FO4 instead of trying to make a pleasing game for the loyal fanbase. They were super into settlement stuff so they added it. What's worse, the system is highly non-intuitive and bugged, all in all not practical. They did all this while trashing most of what NV accomplished, as if it never existed (mark my words, they probably don't even want to consider NV canon). The game ended up being highly "commercial" for the "wider audience" having an arcade-y feeling (legendary system, redundant and unrealistic modification system, poor player's choice) instead of improving upon the actual franchise. It feels at times like a generic 1st person RPG.
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Post by Kappa Neko on Feb 9, 2018 12:28:58 GMT
I finished FO4 last night after getting sidetracked for 500 hours with settlement building. ;D Making this the most played game of my life. Which does not mean most favorite. Not by a long shot. But man, I had fun! And contrary to the general opinion apparently, I really enjoyed the main story and found the ending very satisfying and EMOTIONAL. I managed the three factions alive ending which must be an exploit but who cares! I found it really rewarding to have the MM, RR and BOS all thank my character for getting rid of the Institute. And because I didn't shoot Father (how anybody can do this is beyond me, no matter what your opinion of the Institute may be he is still your son!) I got to see him again on his death bed. And even though he was bitter he disabled some of the synths to avoid a massive blood bath. The most emotional payoff however came afterwards when I got to save the Shaun synth. That completely took me by surprise. And not only could I save him, I could send him to any of my settlements! Omg, this is so awesome. Once I get round to furnishing Homeplate in Diamond City I'll move Shaun and Piper there and we'll be a creepy happy new family!!! The kicker was the holotape synth Shaun gives the sole survior in which he states he reprogrammed the boy to think he really is his/her son. Awwww. This means even though Father was bitter he must have felt some kind of regret and acceptance of your rejection on his death bed and arranged for you to have SOMETHING of your son to remain and connect with. A happier version of the failure the real Shaun turned out to be in your eyes. Not gonna lie, I teared up. While I agree that a set character (and the sole survivor very much is one, maybe even more so than Shepard) may not have been a good approach, FO4's main story is good if you just go along with the family drama. It was designed as an emotional story arc for a set parent character background. And as such it works for me. Most gamers apparently HATE family stories and forced emotions? I've seen this come up in so many games like DA2 or ME3's auto-dialogue. But I actually really liked how it was done here. Because I happen to really like the voice acting of the male sole survivor and this whole upside down Darth Vader theme. Compared to other Bethesda games, the storytelling was pretty solid. Sure, a bit stiff at times. Mostly because unlike in Bioware games characters don't talk your ear off for 30min. Their arcs conclude fairly quickly with a few sentences. But the narrative was overall pretty nice. Voice acting is GOOD. Dawnguard level writing, I would say. I loved Dawnguard and Serana... The main story is NOT complex, true. There aren't many twists. And it's all very tame, thematically. In New Vegas you could be a complete psycho and enslave the wasteland. You could support torture and cannibalism and be the scum of the earth. None of the factions are outright evil. Which is why your character isn't designed to be a bad guy. You CAN go on a killing spree but the narrative doesn't support this at all. You are the hero like Shepard. Or more like Hawke because it's a personal journey. The game sets you up as a savior who will happily help everyone. The voice acting is CHEERFUL unless you strictly go for abrasive no nonsense on purpose. But then, your character's general auto-dialogue clashes with it. The sole survivor is a people person, being all "hey, how ya doing?" to everyone. It's a story about accepting the world for what it is and making it your new home. This includes coming to terms with losing your spouse but also potentially losing your son. There really is only ONE ending cinematic. Well, you get a slightly different one when you do the Institute ending. But overall it's the same thing with 90% the same dialogue. RR, BOS and MM have the EXACT same ending speech apparently. And I guess this is part of the reason people were disappointed with the ending. Choosing a faction mostly amounts to a different faction flag in Diamond City and a few patrols of the winner faction. There is no everyone lives or everyone dies option. From a story perspective it makes no sense that the Institute would not kill the Minute Men in self-defense since the MM very much want to get rid of the Institute too, but gameplay mechanics demand their survival. New Vegas had a bazillion ending slides combinations that detail all your choices. FO4 has ONE story. There may be implications for the future but they are not reflected. Then again NV has NO post game! So of course that game could present radically different endings. FO4 like Skyrim was designed to just go on forever. So naturally the ending couldn't change a whole lot about the world. That said, the surviving factions WILL acknowledge and appreciate your actions. NPCs everywhere will comment on your victory. I personally found the ending very satisfying even if nothing really LOOKS different. There are new radiant quests that replace now obsolete old ones. They are just more fetch quests but I appreciate the idea of extending the factions narrative to adept to the new situation. At least the Railroad, the BOS radiant quests stay the same because they were unrelated to the main story. They just want you to get them more technical documents and critter blood samples in exchange for money. The Railroad however switched from rescuing synths from the Institute to getting the refugees out of the area. That's good enough for me! I am one of those people who consider the settlement feature the best thing about the game. Its implementation is half assed and it feels like an afterthought. But really it's perfectly in line with the (default?) Minute Men ending. Your character is a people pleaser. The idea was to rebuild the Commonwealth while you're looking for your son I think. The ending makes it clear that it was about building a new home. Making new friends, doing good. Too bad for everyone who wanted to play a different character. And that sucks in a Bethesda game. There are much better presented narratives out there for predefined backgrounds. So I TOTALLY get the disappointment. FO4 is one big middle finger to the usual Bethesda roleplaying freedom experience. But is it really so hard to get into such a character and find the story emotionally rewarding? Sure you lose your family five minutes into the game. But that doesn't change the emotional impact on your character. And by extension it should also be important to the player if they can get over how it's not what they initially wanted. I dunno, I take stories for what they are. Not what I wanted and then hate it when I didn't get it. As long as it's still a good story and I think it is decent enough here. As has been said above, because FO4 was designed to go on forever the endings couldn't actually change the world. From a storytelling point of view that's unsatisfying. Even worse, unlike in Skyrim you cannot do factions after the main game because the factions ARE the main game. So once you beat the main story there literally is nothing left to do. And I agree that FO4 has little to no replay value that way. Neither story choices nor gameplay mechanics give you any reason to start over. My character is level 104 and it's the only one I'll ever play. It is telling that even after 500 hours I still have maybe a third of all perks to yet unlock. FO4 is supposed to be a continued experience. An endless playground for killing enemies and building settlements until you get tired of it. I have 7 finished settlements and in theory I'd like to build them all. Which would take ten years or something at my pace, lol. So for me as a settlement junkie the ending I got is perfect. All I really want at this point is to keep on building settlements. Visiting my synth son and girlfriend once in a while and just keep looking for new places I haven't visited yet. Yesterday I also stumbled upon the little secret Far Harbor puzzle on Cranberry Island that I totally missed. And I liked it better than 90% of all quests in the game. Because yes, most quests SUCK in this game. I agree with all the criticism and yet I think it's a great game that gives you so many cool things to do if you accept it for what it is: A good game but not a good RPG. I do my role playing with settlements. Making up stories for my settlers. Creating themes for my settlements. I have hippies living in Greentop who accept ghouls and even have two peaceful supermutant residents. Sunshine Tidings is a tinker town where all kinds of people live, including two escaped synths. I turned Taffington Boathouse into a cozy family residence where caravan traders stop. So it's a small family trading hub. Graygarden has only robot workers. Like any other Bethesda game, mods provide you with tools to keep playing. Vanilla Skyrim isn't the most exciting game ever either. And ugly as hell... BUT Skyrim is roleplay heaven when it comes to your character. FO4 is something very different.
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Post by masterwarderz on Feb 9, 2018 19:28:32 GMT
And contrary to the general opinion apparently, I really enjoyed the main story and found the ending very satisfying and EMOTIONAL. That is contrary to general opinion
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Post by Deleted on Feb 13, 2018 7:29:47 GMT
So after my 120 hour Witcher 3 marathon I decided to give Fallout 4 another try, which I had abandoned twice pretty early on. Two things were really striking.
The good: for the first 15 minutes or so, I constantly tried looking for stuff with my Witcher senses. That had become so natural it took some time to get rid of that habit. And I love it. I actually have to look around for stuff and am delighted when the search pays off. Really missed that. In W3, I just ran around holding the button and farmed everything that was glowing. Also, no minimap. More fun this way.
The bad: God, animation, and especially facial animation. I recall I was already underwhelmed back then, but after spending many dozen hours watching people talk in Witcher 3, facial animation in Fallout 4 is just shocking.
Nonetheless having good fun right now, but I think so I had back then before it got boring rather quickly. Hope it'll last longer this time.
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Post by copper on Feb 13, 2018 15:34:53 GMT
I'm a lot farther in on my first New Vegas playthrough. I can't decide who I want to side with. NCR seems the closest to "good" but they also just don't seem as effective without President Tandi. House has condescending dictator vibes but at the same time is also pretty charming and really fits in the fallout universe. If there were to be another fallout set on the west coast I think it would be interesting if House won. And then there's the independent ending, which assumes that your courier can successfully set up a stable government on their own. I'm not too convinced by that one. I'm not considering Legion at all.
I still have side quests and dlc content to complete before deciding, so I'll see how it goes I guess.
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Post by BDaddy1968 on Feb 13, 2018 15:58:47 GMT
This is my first real attempt at building anything of consequence at Starlight Drive-In. I still need to finish decorating and I noticed several areas that could use more texturing.
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Post by flyingsquirrel on Feb 13, 2018 16:44:33 GMT
I'm a lot farther in on my first New Vegas playthrough. I can't decide who I want to side with. NCR seems the closest to "good" but they also just don't seem as effective without President Tandi. House has condescending dictator vibes but at the same time is also pretty charming and really fits in the fallout universe. If there were to be another fallout set on the west coast I think it would be interesting if House won. And then there's the independent ending, which assumes that your courier can successfully set up a stable government on their own. I'm not too convinced by that one. I'm not considering Legion at all. I still have side quests and dlc content to complete before deciding, so I'll see how it goes I guess. House's path will force you down a more violent route with one particular sub-faction. (Though the game somewhat awkwardly forces in a "bad karma" moment for the NCR and Independent paths, even though it's not as drastic as the one in the House path.)
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Post by therevanchist25 on Feb 13, 2018 16:58:53 GMT
I agree, the plot was a mess. But I'm not sure I get your point. Because character wise, your protagonist has every reason to go and find their missing son. But if you're speaking purely from a player perspective, I understand why you wouldn't care. If I had any say in the development of this game, I would have told the devs to scrap the settlement system altogether and focus resources in improving characters, quests and the overal storyline. This game tried to mimic New Vegas when it came to giving several factions for the player to choose, and it failed miserably while trying to do so. My point is, you cannot tell a story that only the character is invested in. That is an absolutely pointless story to tell. If you are doing nothing to get the player invested in your narrative, why even bother writing one? Do author's write books for the sake of the character? No, and no author should. A game's narrative is meant for the player to be invested in and that is utterly nonexistent here. Sure, Nate or Nora cares, but so what? why should I care? what motivation do I as a player have to see this through? Hell even games that aren't RPGs know the point of a story is to invest the audience. How many of us would care about DAOs plot without being invested in the companions? How many Bioware games would we really enjoy if not for the emotional investment from the companions? The player needs SOMETHING to get attached to for a plot to work, and Fallout 4 provides absolutely nothing. Just expecting you to care because your character cares? that is a ridiculous narrative concept imo.
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Post by jaison1986 on Feb 13, 2018 17:23:24 GMT
I agree, the plot was a mess. But I'm not sure I get your point. Because character wise, your protagonist has every reason to go and find their missing son. But if you're speaking purely from a player perspective, I understand why you wouldn't care. If I had any say in the development of this game, I would have told the devs to scrap the settlement system altogether and focus resources in improving characters, quests and the overal storyline. This game tried to mimic New Vegas when it came to giving several factions for the player to choose, and it failed miserably while trying to do so. My point is, you cannot tell a story that only the character is invested in. That is an absolutely pointless story to tell. If you are doing nothing to get the player invested in your narrative, why even bother writing one? Do author's write books for the sake of the character? No, and no author should. A game's narrative is meant for the player to be invested in and that is utterly nonexistent here. Sure, Nate or Nora cares, but so what? why should I care? what motivation do I as a player have to see this through? Hell even games that aren't RPGs know the point of a story is to invest the audience. How many of us would care about DAOs plot without being invested in the companions? How many Bioware games would we really enjoy if not for the emotional investment from the companions? The player needs SOMETHING to get attached to for a plot to work, and Fallout 4 provides absolutely nothing. Just expecting you to care because your character cares? that is a ridiculous narrative concept imo. Huh, is it? Then you likely wouldn't enjoy a lot of fictional works out there. Some times it's not about the backstory, but the journey. In the game Nier I knew very little about the protagonist daughter, but I still cared enough about his journey to get her back to feel invested. To me, the problem for Fallout 4 is not that the story isn't engaging, the problem is that the plot progression after the intro is poorly executed, and thus, it doesn't make me feel invested. I mean, what would you have done differently? How should the start of the game be executed for you to actually care about what is going on in the game?
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Post by therevanchist25 on Feb 13, 2018 17:58:16 GMT
My point is, you cannot tell a story that only the character is invested in. That is an absolutely pointless story to tell. If you are doing nothing to get the player invested in your narrative, why even bother writing one? Do author's write books for the sake of the character? No, and no author should. A game's narrative is meant for the player to be invested in and that is utterly nonexistent here. Sure, Nate or Nora cares, but so what? why should I care? what motivation do I as a player have to see this through? Hell even games that aren't RPGs know the point of a story is to invest the audience. How many of us would care about DAOs plot without being invested in the companions? How many Bioware games would we really enjoy if not for the emotional investment from the companions? The player needs SOMETHING to get attached to for a plot to work, and Fallout 4 provides absolutely nothing. Just expecting you to care because your character cares? that is a ridiculous narrative concept imo. Huh, is it? Then you likely wouldn't enjoy a lot of fictional works out there. Some times it's not about the backstory, but the journey. In the game Nier I knew very little about the protagonist daughter, but I still cared enough about his journey to get her back to feel invested. To me, the problem for Fallout 4 is not that the story isn't engaging, the problem is that the plot progression after the intro is poorly executed, and thus, it doesn't make me feel invested. I mean, what would you have done differently? How should the start of the game be executed for you to actually care about what is going on in the game? If the goal is to keep the same plot, and just change it to make it interesting? Well, for starters, you make Shaun older than like 1 month. Maybe start him at 10 so we can have an actual game play bonding segment with him, like playing in the backyard, having a picnic in the park with the family with several conversations to get to know and care about the family. Maybe open the game instead with Nate/Nora picking Shaun up from school with their spouse, their driving home and having a nice family moment in the car with some thoughtful conversations before they speed off to the Vault when the bombs go off. For goodness sake, if you're going to give use Pre-War America bloody take advantage of it! Show it to us! Show us how horrible society was during that drive home for example. Military checkpoints with stop and searches, drive by tons of homeless people or people waiting in ration lines. Show Chinese Americans being brutalized and abused by authorities for being "dirty commie spies" all the while weaving the emotional connection with the family into it. This game had mountains of potential, and imo it pissed it all away for the sake of a nice easy to design game play loop of "Explore, Shoot and Loot" and designing every "quest" in the game around getting you involved again into that loop as soon as possible. Every Factions quests are basically the same tasks, just given to you by a differently dressed NPC. The Institute as a WHOLE is just broken as a Faction and as a Narrative tool. The empty void that is the Institutes Goals and Motivations are as large as the grand canyon. Father's insistence that AI does not deserve freedom or life of their own, then suddenly making a giant exception for Synth Shaun is nothing short of complete narrative inconsistency. Never mind the absolute lore destroying implications of "A Kid In a Fridge", because who cares about lore consistency, we think this idea is amusing. Never mind how that very concept is contradicted not just by previous games, but by this game itself with Settlements like The Slog where it's nothing but Ghouls...growing Food and and having water supplies.
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Post by copper on Feb 13, 2018 18:19:51 GMT
I'm a lot farther in on my first New Vegas playthrough. I can't decide who I want to side with. NCR seems the closest to "good" but they also just don't seem as effective without President Tandi. House has condescending dictator vibes but at the same time is also pretty charming and really fits in the fallout universe. If there were to be another fallout set on the west coast I think it would be interesting if House won. And then there's the independent ending, which assumes that your courier can successfully set up a stable government on their own. I'm not too convinced by that one. I'm not considering Legion at all. I still have side quests and dlc content to complete before deciding, so I'll see how it goes I guess. House's path will force you down a more violent route with one particular sub-faction. (Though the game somewhat awkwardly forces in a "bad karma" moment for the NCR and Independent paths, even though it's not as drastic as the one in the House path.) Good to know. I'll still keep House in consideration though since I really don't want to have a perfect ending. So right now I'm leaning toward either House or Independent, just because they sound more interesting than the NCR just dominating everything in the west. I also think they could work out some of their issues if they focus more on the territories they've already annexed than to spread themselves more thin by expanding further. I haven't started any of the dlcs yet though, so maybe those will influence my decision.
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Post by Iakus on Feb 13, 2018 22:27:14 GMT
House's path will force you down a more violent route with one particular sub-faction. (Though the game somewhat awkwardly forces in a "bad karma" moment for the NCR and Independent paths, even though it's not as drastic as the one in the House path.) Good to know. I'll still keep House in consideration though since I really don't want to have a perfect ending. So right now I'm leaning toward either House or Independent, just because they sound more interesting than the NCR just dominating everything in the west. I also think they could work out some of their issues if they focus more on the territories they've already annexed than to spread themselves more thin by expanding further. I haven't started any of the dlcs yet though, so maybe those will influence my decision. House basically wants to control New Vegas itself. He doesn't give two sh*ts about the surrounding communities. For good or for ill. As for the DLCs. Honest Hearts gives you a bit more insight into the Legion. But I don't think any of the others covers the major factions at all.
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Post by copper on Feb 14, 2018 2:57:12 GMT
Good to know. I'll still keep House in consideration though since I really don't want to have a perfect ending. So right now I'm leaning toward either House or Independent, just because they sound more interesting than the NCR just dominating everything in the west. I also think they could work out some of their issues if they focus more on the territories they've already annexed than to spread themselves more thin by expanding further. I haven't started any of the dlcs yet though, so maybe those will influence my decision. House basically wants to control New Vegas itself. He doesn't give two sh*ts about the surrounding communities. For good or for ill. As for the DLCs. Honest Hearts gives you a bit more insight into the Legion. But I don't think any of the others covers the major factions at all. Yeah I know. I was talking about the NCR about the expansion part, not House. I just think a New Vegas sequel would be more interesting if House won than if the NCR did. Oh okay. Well the dlcs can at least postpone my decision.
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Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
Prime Likes: They never liked me! No one likes me!
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Post by correctamundo on Feb 14, 2018 10:24:55 GMT
140 hrs into FO4 and loving it. I have no trouble at all caring for the plot, the characters and the world. None at all. In my game dialogue is not four way yes but I guess I hjave got the S.P.E.C.I.AL edition or something. Great game so far.
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Post by jaison1986 on Feb 14, 2018 10:26:13 GMT
House basically wants to control New Vegas itself. He doesn't give two sh*ts about the surrounding communities. For good or for ill. As for the DLCs. Honest Hearts gives you a bit more insight into the Legion. But I don't think any of the others covers the major factions at all. Yeah I know. I was talking about the NCR about the expansion part, not House. I just think a New Vegas sequel would be more interesting if House won than if the NCR did. Oh okay. Well the dlcs can at least postpone my decision. Well, I don't think they will ever make a direct sequel to new vegas. Too many variations in the ending. Something I've learned from games with multiple endings is that the writers can't come up with a proper continuation while respecting all the potential choices the player makes. And let's not forget the uproar canonized endings can create.
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Post by therevanchist25 on Feb 14, 2018 13:46:29 GMT
People can defend the system all they want. But when even Todd himself publicly admits it was not done well, there is nothing left to be said.
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correctamundo
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Post by correctamundo on Feb 14, 2018 14:18:52 GMT
People can defend the system all they want. But when even Todd himself publicly admits it was not done well, there is nothing left to be said. Implying in any way that the wending machine was anything like a conversation. On top of that most of the "dialogue" in your not FO4 pictures are merely walking codex text. And only the one from FO4 give you the option to say NO! So what did Todd publicly admit exactly? I mean sure it's not perfect but the old style wasn't really better since it lacked a lot of the conversation feeling. So it's good thet they want to keep working on it.
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copper
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Post by copper on Feb 14, 2018 14:37:56 GMT
Yeah I know. I was talking about the NCR about the expansion part, not House. I just think a New Vegas sequel would be more interesting if House won than if the NCR did. Oh okay. Well the dlcs can at least postpone my decision. Well, I don't think they will ever make a direct sequel to new vegas. Too many variations in the ending. Something I've learned from games with multiple endings is that the writers can't come up with a proper continuation while respecting all the potential choices the player makes. And let's not forget the uproar canonized endings can create. I know, I'll be happy if Obsidian ever even gets to make another Fallout game. I just meant that a Vegas controlled by House sounds interesting to me from a narrative standpoint, even if we never play a game that follows through with what this means for the region. My guess is any references to the Vegas area would be kept as vague as possible.
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correctamundo
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Post by correctamundo on Feb 14, 2018 15:13:22 GMT
In know what Todd "admitted publicly" now. Not really a regret for going the way thry did. Only, that they made a system that wasn't flawless. Still an improvement on the wending machine by a long shot imo.
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Iakus
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Post by Iakus on Feb 14, 2018 15:18:37 GMT
Yeah I know. I was talking about the NCR about the expansion part, not House. I just think a New Vegas sequel would be more interesting if House won than if the NCR did. Oh okay. Well the dlcs can at least postpone my decision. Well, I don't think they will ever make a direct sequel to new vegas. Too many variations in the ending. Something I've learned from games with multiple endings is that the writers can't come up with a proper continuation while respecting all the potential choices the player makes. And let's not forget the uproar canonized endings can create. While a direct sequel is unlikely, it's entirely possible certain outcomes will be canonized. I mean, Fallout 4 all but canonizes the "good" ending in Fallout 3. Even New Vegas canonizes certain aspects of the previous Fallout games:
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Post by CHRrOME on Feb 14, 2018 15:25:20 GMT
Implying in any way that the wending machine was anything like a conversation. On top of that most of the "dialogue" in your not FO4 pictures are merely walking codex text. And only the one from FO4 give you the option to say NO! So what did Todd publicly admit exactly? I mean sure it's not perfect but the old style wasn't really better since it lacked a lot of the conversation feeling. So it's good thet they want to keep working on it. What Todd Howard said in one interview, is that he admits the voiced protagonist wasn't perhaps the smartest idea, but they wanted to try out. I myself wanted to know how a TES/FO game would work with a voiced protag. Turns out I'd rather keep the protag silent in favor of more dialogue choices, more "no" and "yes" options would be cool too, like polite yes, scumbag yes, bipolar yes... etc, etc.
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Post by Iakus on Feb 14, 2018 15:40:21 GMT
Implying in any way that the wending machine was anything like a conversation. On top of that most of the "dialogue" in your not FO4 pictures are merely walking codex text. And only the one from FO4 give you the option to say NO! So what did Todd publicly admit exactly? I mean sure it's not perfect but the old style wasn't really better since it lacked a lot of the conversation feeling. So it's good thet they want to keep working on it. What Todd Howard said in one interview, is that he admits the voiced protagonist wasn't perhaps the smartest idea, but they wanted to try out. I myself wanted to know how a TES/FO game would work with a voiced protag. Turns out I'd rather keep the protag silent in favor of more dialogue choices, more "no" and "yes" options would be cool too, like polite yes, scumbag yes, bipolar yes... etc, etc. Voiced protags also makes story modding way more difficult.
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correctamundo
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Don't knock the little winds. They're important - for morale.
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Post by correctamundo on Feb 14, 2018 21:06:51 GMT
Implying in any way that the wending machine was anything like a conversation. On top of that most of the "dialogue" in your not FO4 pictures are merely walking codex text. And only the one from FO4 give you the option to say NO! So what did Todd publicly admit exactly? I mean sure it's not perfect but the old style wasn't really better since it lacked a lot of the conversation feeling. So it's good thet they want to keep working on it. What Todd Howard said in one interview, is that he admits the voiced protagonist wasn't perhaps the smartest idea, but they wanted to try out. When does he say that? Because that is really not what comes up when you google it. What comes up is the E3 2016 interview with Danny O'Dwyer where he says "the way we did some dialogue stuff, that didn't work as well (as the shooting)".
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Post by Deleted on Feb 16, 2018 2:50:26 GMT
Still playing FO4 and I must say I really enjoy it. However I just can't get my head around Bethesda's learning disability. I still remember how I first tried it and quickly realised that I had to do config file tweaking to get things like vsync and FOV right. Back then, I was willing to say "lol good old Bethesda" and be done with it.
But the ghastly UI really bugs me. One of the most frequent complaints about Skyrim was the inventory system which was just painfully long lists with little information. What did Bethesda learn from this? Why, of course, make it worse. In Skyrim, when exchanging inventory with containers or merchants, at least you still had categories like "armor", "weapons", "ingredients" and so on. In FO4, you only have one list of all items, done. This is unbelievable, I mean seriously, what the fuck were they thinking? It bugs me that Bethesda is completely unwilling to learn from mistakes and leaves it to players to fix their games with config file tweaking and mods (yes, I just installed one of those UI mods that give you item categories).
And I dread to imagine what solution they'll find for TES6 in their quest to make it even worse.
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