Fallout Talk - Fallout 4 Half-Baked Ideas

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  • Опубликовано: 28 сен 2024

Комментарии • 290

  • @GamesTwiceOver
    @GamesTwiceOver  7 месяцев назад +9

    discord.com/invite/ac3FtEKuGa
    ruclips.net/channel/UCAy33is15KpxfkRz5HHw-Gwjoin
    patreon.com/user?u=107104737

  • @RolandTHX
    @RolandTHX 6 месяцев назад +328

    I will forever be disappointed that the Gunners were basically Talon Company 2. An entire fake faction of guys that exist to be one tier tougher than raiders and that's it.

    • @maestrofeli4259
      @maestrofeli4259 5 месяцев назад +1

      the gunners should have been the Talon company

  • @maximthemagnificent
    @maximthemagnificent 6 месяцев назад +361

    Hiring the Gunners to help resolve the main quest would've provided an interesting alternate solution.

    • @MrTod1984
      @MrTod1984 6 месяцев назад +1

      They wouldn't remain loyal once the caps stop flowing.

    • @funki4896
      @funki4896 6 месяцев назад

      Where would the millions of caps come from?????

    • @MrTod1984
      @MrTod1984 6 месяцев назад +46

      @@funki4896 settlement water businesses

    • @Umbra_Ursus
      @Umbra_Ursus 6 месяцев назад +28

      So would have been hijacking the Mechanist's army. But options are not 4's strong suit.

    • @funki4896
      @funki4896 6 месяцев назад +4

      ​@@MrTod1984 1 bottle sells for max of 16 caps. An industrial purifier produces 40 water per day and lets subtract 10 water for the population of each settlement so we have 30 settlements in the base game of which only half can support those purifiers, the rest has to be content with powered waterpumps that only make 10 water which would barely be enough for the settlers. So we have 450 water a day or max 5040 caps per day even after we have each settlement built up a bit by which point the Minutemen make much more sense. I guess a solid Gunner would demand at least 500 caps a week. Afterall it's not just some mere travel and body guarding like what McCready does initially for the Sole Survivor but an actual war against a completely technologically superior enemy who literally can teleport... So all we can afford with that is just a platoon - although ONE SINGLE courser managed to kill an entire Gunner platoon by himself. I'm sure that high ranking Gunners that posses Power Armor are even more expensive. In comparison if we would mobilize half of the settlers who are not soldiers we would get an entire company for free.

  • @lordmeepson8696
    @lordmeepson8696 6 месяцев назад +258

    The memory den was a prime opportunity to flesh out the pre-war story. Think it was a shame it was really only used for the main quest that one time, and it may have been a better way instead of having a super long tutorial with everything pre-war.

    • @JC_Denton_
      @JC_Denton_ 6 месяцев назад +28

      I was bummed out they never did more with Kellog being inside Valentine

    • @DB-ku7vu
      @DB-ku7vu 6 месяцев назад +2

      I thought it was going to be a DLC for sure.

    • @RonaldRayGunn
      @RonaldRayGunn 5 месяцев назад +1

      ⁠@@DB-ku7vutotally agree, why did they just drop it?

    • @bensmith8682
      @bensmith8682 5 месяцев назад

      No offense but that’s a terrible idea. We’re already on razor thin ice with the whole background’d, voiced protag and that would push it way too far

  • @gumbyshrimp2606
    @gumbyshrimp2606 6 месяцев назад +902

    The town of Salem was a huge missed opportunity, especially with the theme of Synths in the game. For example: instead of the Covenant settlement being an investigation of synth/not synth, they could have moved that whole settlement to Salem. There could have been a “Salem Synth trials” that the player could intervene in.

    • @Steel-101
      @Steel-101 6 месяцев назад +53

      Dude that’s a really cool idea! However I think covenant should stay the way it is. I did like the set up in Salem with that old guy and the Sniper rifle. Also if I recall correctly I think Salem was meant to be a settlement but it’s part of the long list of cut content(same with that underwater vault). So I don’t think it’s just a “missed opportunity”, I think it’s just that they didn’t have the time to get to it. Same with some stuff in The previous fallout games.

    • @WhoIsJohnGaltt
      @WhoIsJohnGaltt 6 месяцев назад +52

      The whole game was a missed opportunity

    • @CrimsonFox36
      @CrimsonFox36 6 месяцев назад +3

      oooooooooohh...
      I really like that. Thats clever.

    • @jdools4744
      @jdools4744 6 месяцев назад +4

      That sounds extremely campy and dumb

    • @gumbyshrimp2606
      @gumbyshrimp2606 6 месяцев назад +27

      @@jdools4744 just like everything else they put in the game. The “Railroad?”

  • @admiralwaltz321
    @admiralwaltz321 6 месяцев назад +61

    FO4 is like a proof of concept being puppeteered as a full game

  • @Lcs546
    @Lcs546 6 месяцев назад +239

    That's my problem with FO4. The devs don't elaborate anything, feels so shallow. A bunch of good ideias rushed to be the most simplistic thing...

    • @JanJansen985
      @JanJansen985 6 месяцев назад +11

      They had a decade, i dont kniw how it feels rushed

    • @Spongebrain97
      @Spongebrain97 6 месяцев назад +18

      It feels like their priority was centered mostly on just the gameplay with the writing being second and becomes more neglected. This seems to be the trend with their three games:
      Fallout 3 balances out writing and gameplay with the quests being fun and memorable while the gameplay is clunky but was unique and enjoyable for the time.
      Fallout 4 has improved gameplay with the combat mechanics feeling pretty solid and fluid + the inclusion of settlement building was enjoyable but the writing is left on the backburner. As you said the devs didn't elaborate on anything and it felt shallow.
      Fallout 76 um yeah has zero story, at least at launch but was even more shallow, and everything is built around the multiplayer gameplay which was just an updated version of Fallout 4.

    • @zincorium1
      @zincorium1 6 месяцев назад +10

      @@Spongebrain97 Even saying that 76 was built around multiplayer starts to break down when you're actually playing it, because they couldn't even commit to a single style. Is it a co-op story game? Sort of, sometimes, if you don't mind each having to do quest dialogue individually because you can't complete them as a party, and the main quest is so bad it's been mostly replaced with a different one that's still pretty meh. Is it an open world PVP a la Rust? Again, sort of, but it sucked and was incredibly toxic and that part is very nearly removed from the game. It's got a battle royale mode that only is populated for specific events and has basically no connection to any other part. The only part of it that's really a conventional MMO in the style of EQ or WoW is the business model, and it's incredibly obvious once you've gotten a look under the hood that the business model is the only thing Bethesda actually gave a shit about.

    • @Commanderziff
      @Commanderziff 6 месяцев назад +16

      That's just about the only impressive thing about Bethesda these days, their games take forever to come out, yet STILL feel rushed.

    • @dharkbizkit
      @dharkbizkit 6 месяцев назад +10

      bethesda games are wide as an ocean, but deep as a puddle

  • @shepherd8171
    @shepherd8171 6 месяцев назад +40

    I hate the fact that Hancock and the mayor of diamond city being brothers is never touched on aside from a few optional lines of dialogue

    • @mrazbyte3150
      @mrazbyte3150 5 месяцев назад +3

      WHAT

    • @ethanwood6832
      @ethanwood6832 Месяц назад

      I think Hancock meant "brother" as in he was a really close friend with McDonaugh.

    • @gemstonegynoid7475
      @gemstonegynoid7475 25 дней назад

      @@ethanwood6832 his real name is John McDonough. that's why The Big Dig plays out like that, the ghoul tells you theyre gonna steal from Mayor McDonough. making you think its diamond city mayor, but it's hancock instead.

  • @AG1k
    @AG1k 6 месяцев назад +66

    The settlement system always felt really tacked on last minute. I feel like it was added at the end of Fallout 4's development to appeal to Minecraft and crafting/survival fans.

    • @JC_Denton_
      @JC_Denton_ 6 месяцев назад +13

      That's because it was. In a devlog of sorts, done by Noclip Todd said as much. One of the devs made the system very late stage so no only is it half baked, but the minute men would've had even less to offer without settlements

    • @RedShocktrooperRST
      @RedShocktrooperRST 6 месяцев назад +2

      @@JC_Denton_ It's probably the other way around. The Minutemen were built as a faction to be the Settlement Tutorial faction.

    • @kaylaa2204
      @kaylaa2204 6 месяцев назад +1

      @@JC_Denton_honestly I always mod the hell out of it, because I like it as a concept but in vanilla it’s so frustrating to use in a satisfying way. Hell without a place anywhere mod, you have to do weird tricks to get items in a lot of places even if it should fit in that spot.

    • @BlackSabbath628
      @BlackSabbath628 5 месяцев назад +1

      Settlement building should have been the main focus, imo. Instead of rehashing Fallout 3's plot with Shaun, it should have been been about the Sole Survivor waking up and finding his world in ruins, and working with other factions to restore it. Imagine if all factions wanted you to expand and build settlements for them, with each one providing different building types, designs and buffs, with inter-factional warfare as they fight over territory. After all, War never changes.

    • @kaylaa2204
      @kaylaa2204 5 месяцев назад

      @@BlackSabbath628 this would’ve been awesome. Personally I wish they refined the idea for use in Skyrim’s Hearthfire DLC. It would’ve fit the concept of homesteading better, and provided more replayability. As much as I love the hearthfire homes some customizability would’ve been welcomed.
      I’m hoping for FO5 and maybe TES VI they take this half baked idea and refine it.

  • @lorddervish212quinterosara6
    @lorddervish212quinterosara6 6 месяцев назад +58

    I would have prefered for the Gunners to be divided into various subgroups all tied together by a common origin under a loosely alliance. Bigger groups would try to dominate Boston while lesser one would do mercenary work.

  • @inductivegrunt94
    @inductivegrunt94 6 месяцев назад +53

    The settlements were really a great idea, but poorly executed with most tending to be in either poor locations, too cramped, or full of non-scrapable stuff that just gets in the way. It's kinda why I really liked the C.A.M.P. system in Fallout 76 where you can set up almost anywhere and build whatever you want within the build limit.

    • @Steel-101
      @Steel-101 6 месяцев назад

      I love the camp system in 76 but I still before the settlement system in the fourth game. The build limit in 76 is a little bit annoying and trying to connect certain pieces is extremely irritating. F4 is A bit more smooth in this area. Plus the majority of locations you can build are awesome but I won’t deny that there are some that are just plain dumb(looking at you coastal cottage, the swamp, and hangman alley)

    • @Bubben246
      @Bubben246 6 месяцев назад +6

      @@Steel-101 Eh, Murkwater was just out of the way and kinda small... and has a Mirelurk Queen spawn within spitting distance.
      Hangman's Alley would have been better if you could actually use the buildings as living/mercantile space, and leave the outside for farming. As it stands, it's only really good as a "provisioner hub", where everybody sleeps aboveground.
      Coastal Cottage just sucks though. Uneven terrain, unscrappable world items, that massive hole in the house... It's like it WANTS to be a Tenpines Bluff, but all it can manage is Hangman's Alley.

    • @SeymourTiddies
      @SeymourTiddies 6 месяцев назад +1

      The actual buildings you can make are kind of shit, though. Building is very inconvenient. Manually gathering resources so you can spend hours building a settlement where the buildings will end up looking like bare boxes anyway kind of sucks. That's why something like Sim Settlements improves on it so much. I do have my gripes with it, but it makes settlers look more self-sufficient and competent, rather than a bunch of vegetables that couldn't dig a hole to bury their own shit if their lives depended on it.

  • @themightypen1530
    @themightypen1530 6 месяцев назад +83

    I always felt like they should have spent more time in the prewar opening. They should have made you go down to the street to the Red Rocket to get milk and bread and maybe even in to Concord to get some tools or something from the hardware store. Like at least 20-40 minutes of gameplay.

    • @mrviking2mcall212
      @mrviking2mcall212 6 месяцев назад +31

      In my ideal world, Fallout 4 would’ve started off with you being some random shmoe walking down the street in Concord and going past several stores and scenes you could choose to interact with before reaching your destination of some small Vault-Tec office where you sign up. Then the sirens sound, and you run up past Red Rocket and Sanctuary, watching as cars crash and people loot or duck and shield themselves. Just utter desperation, before you finally reach the Vault.
      This way, you’re not railroaded into being Nate the soldier or Nora the lawyer, nor do you have the lazy hook of a family players won’t care about. You could be anyone from a cop to a serial killer to a hobo in your mind, and you get to do some roleplay in the pre-war environment before everything goes to hell.

    • @andyacidsquid5928
      @andyacidsquid5928 6 месяцев назад +6

      @@mrviking2mcall212 while I think it does lock you into certain playstyles, if you choose to anyway. Their jobs was probably why vault tec wanted them in. Vault 111 was a smaller vault meant to catapult those chosen into the future. I doubt they’d just pick any random off the street

    • @SeymourTiddies
      @SeymourTiddies 6 месяцев назад +5

      I'd have preferred an actual intro to the characters, too. Like Nate's actual military service, showing the war and Nate's experience first-hand. That'd be a way better way to establish both characters (as well as a perfect chance to introduce the combat tutorial), IMO, while the proposed "going to get groceries" intro would've fit Nora better.

    • @JustChill-zd4ib
      @JustChill-zd4ib 6 месяцев назад +1

      Yes they should have asked random youtube commenter what to do 10 years after by traveling in time. Great idea. Jesus Christ these people...

    • @mutedunknown2734
      @mutedunknown2734 6 месяцев назад +6

      LMAO no. This is a horrible Idea I would have quit the game after the first playthrough if I had to do a 20-40 minute quest to pick up random items

  • @enclavehere.7995
    @enclavehere.7995 6 месяцев назад +23

    I think one of the biggest missed opportunities is the chance for the Minutemen to grow and evolve throughout the game as the player levels up. We are the Minutemen was a great concept, as we see the Minutemen go from a small rag tag group with whatever's thrown together to a well armed militia.
    I know some people don't like the idea of the Minutemen having a uniform or distinctive faction look, but I think it fits in the lore: If their goal is to protect the people, more likely than not they wouldn't want to dress up as the people they're protecting, that way their enemies target them rather than the defenseless civilians.
    Another missed opportunity would have been the Gunners being joinable. I feel like they would take a liking/admiration to someone who is or was married to a military vet from Anchorage. Maybe you could have influenced the faction to either be more agressive or take on a less forceful mercenaries for hire approach

    • @SeymourTiddies
      @SeymourTiddies 6 месяцев назад +3

      The Minutemen are supposed to be a semi-organized civilian Militia, citizens dedicated to defending settlements - not an army. Them having standardized equipment doesn't make that much sense, at least up until the Castle is retaken and they get a base of operations.
      Even then, their gear should have been a mix of civilian clothing and military-like gear, creating a practical, not military, look, befitting their decentralized nature (as they mostly have their own obligations). What would actually fit for visual identification would be stuff like patches, insignias, and armbands.
      Unfortunately, we got no such gear. At best, they look like civvies. At worst, they look like larpers.

    • @enclavehere.7995
      @enclavehere.7995 6 месяцев назад +4

      @@SeymourTiddies Honest, just a blue armband with the minuteman logo would have done wonders

    • @SeymourTiddies
      @SeymourTiddies 6 месяцев назад +3

      @@enclavehere.7995 your idea for a standardized force would've made a lot of sense for a military branch of the Minutemen, though - established after taking back the Castle. The kind of people who would go out to carve out and protect trade and supply routes from Raiders, Gunners, and whatever else. Since they'd be coming back to the Castle after each assignment, it would be fitting for them to have proper uniforms and standardized gear, especially after Old Guns. It would also have given Ronnie Shaw something to do.

    • @mutedunknown2734
      @mutedunknown2734 6 месяцев назад

      ​​@@SeymourTiddiesThe minutemen have a uniform, minutemen you see defending checkpoints or responding to flares should at least ware their colonial uniform

    • @bigjohnsbreakfastlog5819
      @bigjohnsbreakfastlog5819 6 месяцев назад +1

      It's why Preston is so depressed when you meet him. By the time you reach Concord, he was about ready to off himself after all the rotten luck he endured. And you're effectively a far superior commander than he is, which is why he keeps running back to you about settlement attacks.
      The Minutemen are the least popular of the factions but that's because they were supposed to be the backbone of the Commonwealth, and throughout the game, they grow but they don't radiate confidence.

  • @roboticgamer5029
    @roboticgamer5029 6 месяцев назад +17

    7:50 Mannequin fought back

  • @Rad_King
    @Rad_King 6 месяцев назад +24

    Good to see you posting again!

    • @Shadefinder1
      @Shadefinder1 6 месяцев назад

      Hey dude I love your content. Nice to see you here too!

  • @adampender3685
    @adampender3685 6 месяцев назад +10

    Fallout 4 should have started in the vault and every preset should have been a different character with their own background. The Institute then invades the vault, kidnaps some people, and everyone else escapes not knowing when and if Institute will come back. The surviving vault dwellers then have to survive in the commonwealth and while wondering what happened to their fellow vault dwellers.
    The memory den should be used to visit prewar memories and help the player see the difference between prewar and post war. This would add replay value as every character would get something different.
    Player character still meet the minute men in Concord. Who instead of being colonial themed should be using scavenged police, firefighter, and EMT equipment. The survivors of Quincy still settle in Sanctuary. Marcy Long needs a personality that isn't so hostile. Later in the game Quincy can be retaken if you aren't helping the gunners. Also, the player can convince the Atom Cats to join the Minutemen, which gives the Minutemen access to power armor. If the player character is loyal to the Minutemen and gets the major settlements and the Atom Cats to join, then they can take over the institute by working with the Railroad. This would lead to the ending mission "Truly with Our Powers Combined" in which the combined forces destroy the Gunners and can either convince or force the Brotherhood out of the commonwealth.
    The Railroad would be an antislavery faction for both Humans and Gen 3 Synths. They would be located at switchboard but would be forced to flee mid game after switchboard is discovered. The next few quests would be gathering enough equipment and gathering help from people the Railroad helped to perform a final desperate attack on the Institute. The minutemen can help with this attack.
    The gunners should have been an enclave remnant that changed its name after the events of Fallout 3, and there should have been an underground base at the news station they were using as a base. This can be an evil lawful playthrough route. They eventually destroy or enslave all other factions if you side with them.
    The raider gangs should have originally been one gang that split apart after their previous leader died, allowing the player character to take control of them, so people could do a chaotic evil playthrough. This faction can enslave people as well. If needed this could be abandoned in development and made into DLC, as I would still do an expanded Nuka World.
    The Institute's main goal should have been repairing their genetic damage, and the gen 3 synths should have been used as their test dummy slaves. That would have given them reason to kidnap the vault dwellers they did, while letting other escape, so they could understand possible genetic mutations in the new DNA. The Player character can sell out their fellow vault dwellers for an easier like in the Institute. The Institute also destroys or takes over all other factions if not destroyed or conquered.
    Brotherhood still comes into play, they found Dr. Zimmerman and the synth that was with him which draws them to the commonwealth. Player character meets Danse who is leading a recon team basically the same way as is already in game. Danse still learns of being a synth, and the player character still can save them. Danse understands that the Brotherhood ideology is flawed and treats other synths better, though it takes some time. If you don't save Danse and are loyal to the Brotherhood, they eventually force or kill the Atom Cats for their power armor. Can take over the commonwealth if the other factions are too weak to resist but can also be destroyed.

    • @starscourgeradahn2687
      @starscourgeradahn2687 6 месяцев назад

      Epic

    • @adampender3685
      @adampender3685 6 месяцев назад

      @@starscourgeradahn2687 I just took the basic ideas of Fallout 4 and reshaped them. Fallout 4 had some great ideas, but they are poorly used. The video title is truly correct.

    • @Lexbomb6464
      @Lexbomb6464 5 месяцев назад

      Fo76 did the responders thing

  • @mbrad9379
    @mbrad9379 6 месяцев назад +8

    Bro WHAT are these mods you are using to depict the pre-war supermarket riot. I would LOVE to play that.

  • @GrandArchPriestOfTheAlgorithm
    @GrandArchPriestOfTheAlgorithm 6 месяцев назад +6

    It has been suggested that the memory pods could have been used to have us play in pre-war time.

  • @DarthVinatiss
    @DarthVinatiss 6 месяцев назад +3

    One thing I missed was ending slides, in the two previous( i haven't played 1 or 2) games you have slides to tell you what happened to the wasteland after your choices. And in New Vegas there were so many slides that each playthrough was unique in some way. But in FO4 the ending is the exact same no matter which faction you choose.

  • @Steel-101
    @Steel-101 6 месяцев назад +17

    I do have an answer your first point: “why not do more?”. I’m among those that wish we got a little bit more prewar content but at the same time I understand why Bethesda didn’t make it longer. It’s a lose/lose situation here. On one hand, if you make it longer, you’re gonna have have complaints about “oh it’s too long like F3 & F2. NV’s intro was faster”. On the other you have us that want a longer intro. So it looks like they went in the middle. Just give us that brief false paradise, show the nuclear grim reality, the messed up Vault experiment, and the tragic family story. Honestly I’m cool with it. I love the Captain America feel in the main story.

    • @Tiberium10332
      @Tiberium10332 6 месяцев назад +5

      Make it optional. Like Nate or Nora could ask if they want to visit the neighbors first or do some tasks before Nate has to go to the veteran speech. Which would prolong the time before the bombs fall.

    • @Steel-101
      @Steel-101 6 месяцев назад +2

      @@Tiberium10332 that would be a cool idea too! But again even that. You’re still gonna have complaints about an intro being too long. That’s why I really think listening to every single complaint is a bad idea(The nitpicky ones I mean). If you have a good idea for a story just do it. If you have something that feels similar to the F2 & F3 intro, dude “JUST DO IT”(Shia Lebouff voice lol 😂). Not every Fallout intro has to be quick like F1 & FNV.

    • @NiiRubra
      @NiiRubra 6 месяцев назад +2

      I have a solution to propose: instead of front-loading the past, you sprinkle the past into distinct segments across the rest of the story, at various points in the story, the Sole Survivor would go to sleep and have a dream about the past, these dream sequences would be expository flashbacks, that could perhaps tie in to some loose thread of what was going on in present day, but mainly serve to explore what the world was like before, it wouldn't be necessary for them to have any particular goal, dreams are nothing more than thought and memory dumps afterall, they don't need to have any reason to exist, other than existing, but it would be an opportunity to do all the storytelling that was talked about.

    • @zarakblack8737
      @zarakblack8737 6 месяцев назад

      If they hadn't cut skills and perks it could have been great for roleplaying, imagine for instance say you had up to a week (In game) in the pre war and using his example of the super duper mart say you help the protesters depending on your actions it effects your tagged skills say you managed to negotiate and settle the situation down or antagonize them and you get arrested and lose 3 days incarserated at one of the many police stations situations like that to flesh out your character maybe even throw in some light espionage if your character starts with a particular preset face it was a grand missed chance in my mind

  • @7rhymes599
    @7rhymes599 6 месяцев назад +2

    You know when your spouse talks about going to the park prior to the bombs coming down? Have that be an optional bit to the beginning of the game to help expand how life was during the pre war. Optional so you don't have to do it every single playthrough and deal with a 30 minute opening but there so you can see more and get more attached to your soon to be murdered spouse.

  • @smilfusii4191
    @smilfusii4191 6 месяцев назад +5

    Always thought the Gunners should’ve been joinable. The way Railroad is the anti-Institute, the Gunners could’ve been the anti-Minutemen

  • @septemberforajedi7701
    @septemberforajedi7701 6 месяцев назад +6

    I am someone who does enjoy building mechanics in games however though most people will probably just only use one settlement, not do much with it only have a place to store extra items and build the teleporter to get to the institute and go through the entire game without even putting much thought into it It's mostly a thing for people like me who like being creative and role playing a reason why to create a settlement and I do see building being in future former titles I do think though there needs to be a story reason why player would have to work building a settlement such as a last stand with a player needs to build better defenses equip their setters with better armor and weapons make sure they're well supplied with aid items that with making sure that their settler loyalty is up or else they'll run away from the fight or be poor fighters give a big reason for the player to work on a settlement That's something I would really like to see in a future title

    • @nathanlevesque7812
      @nathanlevesque7812 6 месяцев назад +2

      punctuation

    • @septemberforajedi7701
      @septemberforajedi7701 6 месяцев назад

      @@nathanlevesque7812 .,?! put on where you need them

    • @ErosXCaos
      @ErosXCaos 6 месяцев назад

      Commas would’ve helped. Otherwise good stuff

    • @kaylaa2204
      @kaylaa2204 6 месяцев назад +1

      Personally I think when/if FO5 comes around they’re gonna reuse this idea, and flesh it out a lot more. Integrate it with the whole game better. Because it’s a good proof of concept and in some areas of the player base is very popular. I personally mod the hell out of settlement building because if you don’t it’s damn frustrating to use.

  • @lUseMyBlade
    @lUseMyBlade 6 месяцев назад +4

    An entire ocean of possibility sigh

  • @Hukkavei
    @Hukkavei 6 месяцев назад +1

    Have had a fun but extensive mod idea in mind for awhile, called "False alarm". Where instead of the bombs dropping, everything goes on normally and you get to play around in the pre-war world, seeing all the locations and people hinted in the worldbuilding, like the OG Nick Valentine.

    • @ThatLady17
      @ThatLady17 5 месяцев назад

      I would play this mod constantly.

  • @Jakewake52
    @Jakewake52 6 месяцев назад +2

    Ive had two ideas for the next Fallout that I think could fit well especially with your first point about the pre-war world being very under-utilised
    I think they should set a game in New York. It should start a year before the bombs drop and honestly I would say this section should be about as long if not longer than Fallout 3's intro- it would be you doing the same kinda thing where you build up your character via your choices during this section and would set up your goals for the game, you pick your job, you pick where you live, any hang out spots, you pre-pick where your parents live and maybe a partner if you chose to start dating someone, it owuld mainly be told through time skip vignettes to inform you about your character and the world (show the impacts of the resource scarcity, the political unrest, the impact of tech on people) and then when your traveling to work or from work the bombs drop while you're either in the underground or in a tunnel in your car/on a bus (this would be dictated by your choices) You and the people around you luckily are near a vault and you rush there just in time to see the doors close. You're safe from the initial blast and have the option to help some people along the way but you're given the choice- Go underground or go topside, if you go topside now you will become a goul which will make combat and survival easier but most social things significantly harder if you cant cover yourself. Regardless of your choices you are given the same broad set of goals. Get home, get to work, get to your parents house, get to your partners house, get to your hangout spot of choice- each will have a useful survival thing in it setup in the intro and/or you finding out about your loved ones. As time in game and via mission checkpoints passes things will change in the world, the first responders will start setting up basically metro factions, gouls will set up factions, the homeless already living down there will become its own faction. These factions will grow in power for a few days then the military pops down and then it becomes another ruling faction and this becomes the main goal of the game is trying to play arbitor or destroyer of these factions to secure a long term livable situation (lets say an unfinished vault or a secret government one) - some starting choices might align you with the faction already (for example if there was a first responder job or a military job youd get caught up in the war during work)
    I suggest this mainly becasue Bethesda's recent fallout choices make it seem like they dont want to make something like New Vegas or 3 again, they wanna make a survival game and they keep setting them closer and closer to the end of the great war- so why not just set it during the final months of the old world and the first weeks of the new one that is just straight up a survival horror RPG- you can still keep the satire and that and have wacky factions that form for different reasons but I think resource scercity should be important for it
    (The second idea would be a game in the spirit of New Vegas where its like 3-400 years in the future and New York has been fully reclaimed and inhabited- Ive got less of a plot for this one )

  • @smitty_qw
    @smitty_qw 6 месяцев назад +1

    I wished that they fleshed the Factions out more the most. Imagine if the Minuteman's goals were to have safety for settlers and traders while making a steady food and water supply? Fighting raiders, agricultural development, etc. Railroad would be doing hit and runs against the institute and saving synths. The institute would spy on everyone and quell people as they could. The brotherhood could have started out more focused on securing the region for industry while fighting mutants and eventually the institute. It would have been so much more fun have 4 slightly different questlines, than you know, 3 of them destroying the geeks.

  • @ErosXCaos
    @ErosXCaos 6 месяцев назад +2

    I can think of several examples of windows into pre-war life. There’s a couple of checkpoints in South Boston. One is for food rationing, with long lines, and a story of the ones in charge siphoning off for themselves. Another is a vehicle check, with stories of entire cars being broken down during a search for contraband, and families indefinitely detained. I like your idea of a more thorough look at Nora and Nate experiencing society’s struggles. But, it’s not like it isn’t there for you to find, if you look.
    Settlement system works really well for Survival Mode, the best way to play the game. Diamond City and Goodneighbor aren’t the only towns. Quincy was just overturned, as well as University Point and Salem. I think building settlements up fits with the game, but with other people, a version if Sim Settlements would’ve been better. They could see settlers build up themselves, once you fought the constant threats of raids.
    There’s always going to be more that a game could’ve done. Any game. Gunners could’ve been a bigger deal, would’ve been interesting.
    I’m fascinated by Fo4. It’s hard to fathom why people dislike it. All I can think of is that it isn’t something else that is their favorite thing. For what Fo4 is trying to do, i think it does it well.

  • @lloydmartel
    @lloydmartel 5 месяцев назад

    I remember seeing someone comment that there should've been a parallel/opposite version of fallout 3's intro where you raise shaun throughout the years and teach him things that he later misunderstands as Father. Thought it was a cool idea

  • @onyxosprey
    @onyxosprey 3 месяца назад

    I wish the Combat Zone had been an actual arena, the cut content around it is pretty cool.

  • @TheFalseEsquire
    @TheFalseEsquire 6 месяцев назад

    I could forgive the slow start, but after finding out the cut content of an underwater vault with a squid/octopus mutant like creature for the oversea-r. It changes quite a bit for my Fallout 4 experience

  • @BKPrice
    @BKPrice 6 месяцев назад

    I've had similar thoughts on the tutorial. It always struck me as a missed opportunity to have your sole survival, who is supposedly from Boston, be seeing it as you see it, with unfamiliar eyes. Even in its ruined state, the SS should recognize landmarks and know a thing or two about the state of the world, but they act as if they just crawled into some foreign land. It would have been cool to at least have a skippable drive-around, even if it was on rails, going to major landmarks of the city under the pretenses of the couple doing errands or something, to show both the societal and geographical reality of pre-war Boston, so when the player gets to those areas they will see them through familiar eyes and have the same type of reaction to them that a native Bostonian would.

  • @NarbsTheGreat
    @NarbsTheGreat 5 месяцев назад

    I love the settlement building in 4 and felt that they should have leaned into the reclaiming the wasteland feeling, itd be nice to see things develop and feel like your affecting the world.

  • @thegodofgamers4333
    @thegodofgamers4333 6 месяцев назад

    My problem with a lot of settlements in more modern fallout games is the lack of real structure, so in fallout 76 the ramshackle buildings and lack of stable seeming buildings makes sense because it’s pretty soon after the bombs but you would think 200 years after the bombs dropped there would be more than some wooden huts built into broken buildings. Maybe I’m crazy but I just think actual stable structures would be more normal within the wasteland

  • @koopaking6148
    @koopaking6148 6 месяцев назад +1

    Definitely should have been a couple of other towns in the game maybe one or two set up for farming outside of just settlements... I can see the game trying to set up as much as possible for settlements but if that almost completely sacrifices one of the nicer aspects to previous titles in the series it doesn't really pan out as well as it should...

  • @tigrebleu7458
    @tigrebleu7458 5 месяцев назад

    I found it hard to get personally invested in the "saving Shaun" mission for a couple of reasons. First, you barely get to know your spouse and kid before you're frozen for years, which makes it difficult to care about them. It feels forced. Second, there's no sense of urgency in this quest whatsoever. You can spend five in-game years building settlements, exploring the wasteland, high-rise towers and underground bunkers, raiding a raider's camp or doing missions for the RR, the BoS or the Minutemen before starting to look for Shaun.
    There's a way, in my opinion, to make that quest more exciting. For the sake of simplicity, let's say Nora is the "Sole Survivor."
    The intro stays the same until she gets frozen.
    She wakes up to find her husband (and all the other people who took refuge in Vault 111) dead and her son missing. She explores the vault and discovers she was frozen for two centuries and that the hibernation pod where Shaun and her husband were frozen was opened 160 years ago. (She survived because her pod was defective and didn't stop working when all the pods were shut down, but why it opened later is a mystery for now.) Even if her son lived to be 120 years old, he's been dead for at least four decades. She returns home and finds Codsworth, who confirms her doubts: 200 years have passed since the bombs fell. Shaun is undoubtedly dead. Fade out.
    Fade in. A game cinematic plays. We see Nora is heartbroken. It takes her time to get over her kid's death. She survives, though. She fixes her house in Sanctuary, plants crops, and fortifies the place, fending off wild dogs and raiders. Her life isn't great, but she slowly heals, minding her own business. Fade out.
    The actual game begins. Nora is attacked by Institute synths (a tough fight). With the help of a mercenary who was tracking the synths to destroy them, she manages to hack into one of the robots. She discovers the Institute is responsible for her son's kidnapping and that it put a bounty on her head because of some "threat she represents." She sets out to find this "Institute" and get her revenge. The mercenary tells Nora that the RR, the BoS, and the Minutemen might be able to help them.
    Finding the Institute takes some "detective work": information comes in small bits, some accurate, some misleading. It must be assembled into a more coherent "big picture" before the "missing detail" can be deducted, and the Institute found. It also takes a long time, during which Nora can accomplish missions and side quests-or help settlers fortify, expand and defend their settlements-in exchange for (good or bad) information about the Institute. Yet Shaun, the leader of the Institute, finds her just before she's about to infiltrate their underground hideout.
    Some 55 years ago, Shaun's conscience was transferred to a synth's electronic brain before his death. He recently discovered the Institute lied about his parents (he was told they died protecting him during the war). Though constantly watched by his Institute's bodyguard synths, he found the truth and discovered his mother was still alive. He discreetly hacked into Vault 111 to open the hibernation pod and free her while planning his own escape (for as long as it takes the player to find the clues leading to the Institute's location).
    For a while, he suspected the Institute was up to no good. Nora confirms his doubts, telling him about the kidnappings and "replacements." He explains that the Institute considered Nora a threat because she might've been able to sway his heart. Had she succeeded, what Shaun knew about the Institute could've been used to destroy it. She found him first, but the result is the same-Shaun is now a wanted man.
    Relentlessly hunted by the Institute's synth (and hired mercenaries, like the Gunners or the Nuka-World raiders), they must hatch a plan to save themselves and humanity from the threat of the Commonwealth's boogeyman. This plan will require the help of some allies, of course. Will Nora and Shaun trust the RR, the BoS, or the Minutemen? Maybe they can convince them to join forces, telling them they need each other. The BoS has a ton of power, but it lacks the information network of the RR, and the people don't trust them like they do the Minutemen. With their help or not, Nora and her son do their best to destroy the Institute.

  • @HayastAnFedayi
    @HayastAnFedayi 6 месяцев назад +1

    Quincy is a town in Massachusetts just south of Boston, it wasn’t set up post Great War it’s always been there, other than that great video and new sub👍!

  • @arcdecibel9986
    @arcdecibel9986 6 месяцев назад +1

    I'd make the argument that the settlement-building option is crucial to the story and the lore, as those settlements mark the first time in 200 years that anybody bothered to clean anything or fix it up. That was the WORST part of the wasteland. Even if the world is destroyed, that's no excuse for not inventing a goddamn broom or a mop.

  • @JC_Denton_
    @JC_Denton_ 5 месяцев назад

    Todd has stated that the settlement system was fairly last minute edition, so that asks the question, what did the minute men fraction even offer prior to this?

  • @rabbit7651
    @rabbit7651 5 месяцев назад

    IMO the biggest problem with the pre-set backstory for the fallout 4 player character is that basically the only way it manifests is the mandatory telling everyone about your baby, being an upper-middle class gated community pre-war soldier/lawyer doesn't really come up outside of preston going "you're really not from around here" when you ask about ghouls and maybe the quest with the USS constitution, you barely even mention your spouse getting shot in front of you to anyone, none of it actually matters or affects your character in any way to the point that you could have been just some random post-war family whose kid got kidnapped before you got put on ice. Either removing the backstory entirely and reworking your hook into the main quest or integrating the backstory more into the options the player has (serious missed opportunity to let nick and the sole survivor commiserate about being pre-war minds out of time) would have been better than this weird half measure that paints a striking picture of who the sole survivor was pre war but immediately not only allows you but forces you to decide none of it matters and become apparently the commonwealth's only civil engineer who is also upset their baby is missing.

  • @T0ac47
    @T0ac47 6 месяцев назад +1

    When it comes to the pre war, having something like The Legend Of Zelda Breath Of The Wilds memory system could give a lot more depth to it.

  • @ShadeDergon97
    @ShadeDergon97 6 месяцев назад

    Lemme put my two bottle caps into this... First off, I don't think they should've shown the darker aspects of pre-war life because that's not what the intro is about. You get to learn about the pre-war world and life in it by exploring the wasteland, with terminals and remains showing all the shady, illicit, and morally-questionable-at-best goings-ons that anyone who wasn't involved had no knowledge of. In fact, the idyllic life we're shown is a good thing because you get to see how, from an outward viewpoint, everything looks nice and happy, all hiding the far darker side of the pre-war world. A paradise, built upon a landfill of raw sewage... surrounding an armed nuclear bomb.
    That said, it would have been nice to lengthen the intro by a bit by having effectively flash-backs of their life, doing something akin to Fallout 3 where you play through the Lone Wanderer's childhood and set the groundwork of what kind of person they are.
    As for the lack of towns, it seems like the problem was there's an overwhelming amount of raiders and Gunners that sacked smaller settlements that fought back, leaving only small farms and such standing. Diamond City and Quincy were the only ones that survived - though Diamond City is a puppet city for the Institute, Goodneighbor split off from Diamond City after McDonough kicked out the ghouls, and Quincy was sacked by Gunners after one of the Minutemen betrayed their own. Bunker Hill also exists... but it just survives by paying off any threats.
    Also, the CPG wasn't necessarily destroyed by the Institute. The Commonwealth blames The Institute for it, But according to Father, the CPG was a failure from the start because it always devolved into arguments and bickering. So there's one of three outcomes; Either Father and the Institute is lying and they sabotaged the CPG, the Synth the Institute sent in their stead went crazy and killed everyone, or the CPG devolved into bickering, things turned violent, and the only survivor was the synth - which would be superior in combat - that was sent by the Institute, which meant they got the blame. But seeing as how the only evidence we got is heavily biased in either direction, we'll never know the truth (unlike with the Broken Mask incident, where it was an early Synth being used for field tests before getting clearance to do so.)
    The Gunners are a mercenary faction that has its roots in the remains of the US Military, iirc. Effectively more organized and well equipped raiders that do a bit less of the "murder-on-sight" thing. Personally, I could see them as having being an anti-minutemen faction to side with, same as the Railroad is the anti-Institute faction - but the problem is that the Minutemen are effectively dead by the time the game starts, so they wouldn't be an opposing faction per se, but rather a more evil or at least darker alternative. And if you went Minutemen, the end of that faction's side stuff could involve taking back Quinsy and destroying the Gunners.

  • @NCAIN123
    @NCAIN123 6 месяцев назад

    if you go with the idea the player is a synth it makes sense why all we have is this sliver of pre-war, the common idea is its a paradise before everything happened so institute planted what they needed to, but that's my theory at least

  • @LeleiTheTigress
    @LeleiTheTigress 6 месяцев назад +1

    I will forever stand by view that the CPG (Commonwealth Provisional Government) was an absolutely wasted opportunity on Bethesda's part

  • @victorjuarez2095
    @victorjuarez2095 6 месяцев назад

    I think it would’ve been interesting to do the sole survivor like in fable where you play the hero’s childhood out in short 20-30 minutes stages

    • @victorjuarez2095
      @victorjuarez2095 6 месяцев назад

      Like Nate/nora living their childhood in a ghetto to learn about scavenging mechanics, teenage Nora could be in student government & Nate being in a street gang to learn about settlement management, and then Nate’s military service could be the combat tutorial. Maybe playing a mix of both could make you actually give a shit about the character you don’t choose to play as

  • @sl1ck557
    @sl1ck557 6 месяцев назад

    I was hoping there would be a pre-war memory den DLC. Where you would just relive life in pre-war Boston, even if it were just confined areas it would be fun to see what pre-war stores and military bases would look like.

  • @B-zk9bt
    @B-zk9bt 6 месяцев назад +4

    I wish they incorporated the concept art of the prologue, if you haven’t seen it. I’ll describe it, it starts off as usual, wake up, mirror sequence, etc. But, we see the military passing through the area and detaining “communists” I wish they out that in, it would’ve expanded the impact of the war and it would’ve tied into the terminal entries showing that sort of thing happening in the prewar.

  • @collaborisgaming2190
    @collaborisgaming2190 6 месяцев назад +1

    2:47 Nate was a Vet of the Battle of Anchorage, A Democratic Stratocracy would take Good Care of it's War Heroes.

  • @jonathanlayton1630
    @jonathanlayton1630 6 месяцев назад

    Wanna talk about half baked. Right after the memory den quest as you are leaving and nick is sitting near the entrance Kellogg take over his mind and talks to the soul Survivor. That’s the only time that happened and it was just dropped entirely 🤷‍♂️

  • @SidNYoly6438
    @SidNYoly6438 6 месяцев назад +1

    It was totally underdeveloped the fixes I wish they would have done would have been
    1 ditch the crappy settlements u can build and keep the larger ones like sanctuary, starlight drive, the castle, and a few simple others
    2 add more towns like diamond city and good neighbor, maybe an all ghoul or supermutant town in the glowing sea and a few other normal ones around the map to make it feel less empty (because my God does 4 feel empty)
    3 allow a "bad guy" option like maybe being able to join the gunners or as the nuka world over Boss be able to take on the other factions, just a bad guy story line would be nice
    4 give the raiders a gang name like the khans, the jackels, the Forged and so on so it doesn't feel like I'm fighting unnamed unimportant people, on that note name settlers ans give them decent side quests, feel less inclined to help when my friend "settler" is kidnapped
    ... sorry for the rant thanks for listening lol

  • @Blaciu
    @Blaciu 6 месяцев назад +1

    Funny how Starfield now makes Fallout 4 look soooo much better in comparison. ALL of the ideas in that are half-baked or worse.

  • @seamusfinnegan1164
    @seamusfinnegan1164 6 месяцев назад

    An alternative to makeing the Gunners a proper faction that still would work better is to just have more quests dedicated to involvements to them. Adding on to one of the many complaints about towns, make access to a different late game town say in the swamps of the south contingent on going down a questline of beating the shit out of gunners, with further side quests on doing more of such just got money instead of town access. Make it another big town that used to be a smaller town buckling under the stresses of a lack of much resources, pre-existing development, and a mass of refugees from Quincy and other destroyed settlements that are placing immense burden on the town, so much so they don't have enough resources to even begin fixing many of the mounting and growing problems they face.
    Make alot of late game resources available more heavily here due to access to South Boston, and the many refugees of once established towns packing up some of the more valuable things they owned that they had to sell off to survive here providing a if temporary due to the situation overabundance of certain late game resources. This storytelling can be further expanded upon even with a few shopkeepers with fixed inventories, IE they dont reset, what they have is what they have till they run out and at a certain point they stop even acting as a merchant and go about other business instead, or alternately begin to have a more 'normal' shopkeeper inventory. Tie it to certain things in there inventory being sold to make the change after a certain period of time.

  • @swapertxking
    @swapertxking 6 месяцев назад

    one thing i know has always plagued FO3 and FO4 is that they started the design set shortly after the war, but then decided two hundred years. if it was right after the nuclear holocaust the lack of towns and expansion ruination makes sense... but its been two centuries, many structures should be gone and returned to nature at this point. Metro is the best post apocalypse game to show how quick nature reclaims the city of moscow, swamps and burgeoning forests; lakes, rivers and flooded tunnels.

  • @RodgerSkelton
    @RodgerSkelton 6 месяцев назад +9

    Bethesda fallout is the definition of half baked.

  • @Cole_1
    @Cole_1 5 месяцев назад

    The bunker hill disrespect…😢

  • @greghenrikson952
    @greghenrikson952 6 месяцев назад +2

    Fallout 4 only really works properly when you play it on survival difficulty. For example, the otherwise largely pointless settlement building system becomes incredibly important to your existence in the early game, even if you just create a shed and a bed. And every trip to get supplies can become an intense experience. I haven't played another difficulty mod since survival beta. There's no reason to.

    • @Christina-g4s
      @Christina-g4s 6 месяцев назад

      There's beds everywhere. Food everywhere, water everywhere.
      There is no shortage of supplies in this "baron" wasteland.
      It's a bountiful paradise

  • @BufusTurbo92
    @BufusTurbo92 6 месяцев назад +3

    man, it's a bethesda fallout, it's ALL half baked

    • @MrVoyeurific
      @MrVoyeurific 6 месяцев назад

      Obsidian half baked parts of Vegas bu then again they had less the 2 years

    • @BufusTurbo92
      @BufusTurbo92 6 месяцев назад +1

      @@MrVoyeurific and yet they managed to dish out a much better product than anything Bethesda has released in the last 15 years

    • @MrVoyeurific
      @MrVoyeurific 6 месяцев назад

      @@BufusTurbo92 writing wise yes choice wise yes melee weapons and gun modifications are worse

    • @BufusTurbo92
      @BufusTurbo92 6 месяцев назад +1

      @@MrVoyeurificmuch better to summon precisely machined weapon parts out of thin air and tin cans, yes?

    • @plantain.1739
      @plantain.1739 6 месяцев назад

      ​@@MrVoyeurificOh so the two parts that matter for a good RPG. Got it.

  • @Squirty___
    @Squirty___ 6 месяцев назад +1

    The big problem with the pre-war intro is that it's too short and doesn't delve into really anything. Make me care about Shaun, make me care that later on I find my neighbours as ghouls. Bethesda's writing is flawed in the most crucial of ways, it doesn't actually make you or force you to care.

  • @errabbitc
    @errabbitc 6 месяцев назад

    Upper middle class in fallout 4s pre-war is having billions, probably trillions of dollars.

  • @themessenger1871
    @themessenger1871 6 месяцев назад

    I, & I'm sure most of you agree, is Fallout 4's main strength is its gameplay more than the story & world building. Your player should spend more time in pre-war Massachusetts, so you can experience the escelation of everything around you & then the nuclear bombs fall. And at the end, have it be an actual ending, New Vegas style, & have it not be anticlimactic

  • @TheObsesedAnimeFreaks
    @TheObsesedAnimeFreaks 6 месяцев назад

    the purpose of settlments is to make it Minecraft but more restrictive while giving it a narrative. honestly that's the main reason why i like fallout 4... it's the settlement aspect. i like games where i can be creative and do whatever. so at the end of the day, it was added to be a checkbox of "hey lets appeal to this group and sell more games" it's not quite an after thought as it's very well integrated into the game it's just not... perfect. there are issues with it that show it's not 100% part of the core of the game. it's a side feature and it shows.
    at the end of the day there's more holes and issues with the game then there is continuity, and that's a problem, but from a game play perspective it's quite good.

  • @zacschr1808
    @zacschr1808 5 месяцев назад

    pre war should have been a second controlled player character that died in the cryo pod an player after that can find out about some things as well as loot nate or nora finding all the loot tey stolen in pre war lol.
    jet being post the great war/great flame first made

  • @YouWinAFREEiPOD
    @YouWinAFREEiPOD 6 месяцев назад

    That last point on Settlements is totally correct. Settlements basically only exist to legitimize Survival Mode as a viable alternate way to play the game. It's very fulfilling to set down your own custom house save points all over the Commonwealth and turns the game into a progression of conquest. It's especially crucial because without fast travel you have access to stores and more importantly doctors, since player health is much more stressed to maintain.
    Coincidentally Survival Mode also answers the question (or rather presents a challenge to justify the reward): why does teleporting and vertibirds even exist for player use? (They're actually worth unlocking and even motivators to work with certain factions.)
    I appreciate it greatly because without it I'm very unstimulated by the normal gameplay loop, and Fallout 4's story and characters do _not_ help do any heavy-lifting.

    • @SpadeDraco
      @SpadeDraco 6 месяцев назад

      I feel the need to point out that Survival was patched in nearly 6 months after launch.
      So it's the other way around. The features were pointless and survival was tacked on to make them less pointless.

    • @YouWinAFREEiPOD
      @YouWinAFREEiPOD 6 месяцев назад

      @@SpadeDraco No, you're absolutely correct about the timeline of events. I'm only insisting that I think Survival Mode fixed the problem.
      I feel that by fixing the lack of challenges that necessitate settlements, when together their inclusion compliments each other's mechanics so well that I personally don't consider that I'm getting the full experience of Fallout 4 without playing with both anymore.

    • @Christina-g4s
      @Christina-g4s 6 месяцев назад

      There is beds, cooking stations, benches etc all over the place.
      Messing about with settlements on survival is a detriment.
      Only benefit on settlements is universal access to loot, not that there is a shortage, could always just buy materials.
      Settlements only exist to build more settlements. Couldn't argue with that statement.

    • @YouWinAFREEiPOD
      @YouWinAFREEiPOD 6 месяцев назад

      @@Christina-g4s Well yes and no. There are sleeping bags all over the place that let you drop a save but their function will only allow you to rest for 3 hours. There are definitely beds out there, but you'd be putting yourself at needlessly great risk.
      There's also a much lower carry capacity that while not as bad as Fallout 76 means that you have to loot more prudently. It means you can't afford to bring every single animal carcass on Earth with you in the event that you might accidentally run into a cooking station. And there's no way that you can realistically run across the map over to Diamond City every time you want to craft something. Weapons and armor workbenches out in the field are kind of worthless outside of world building to be honest. And you are absolutely 100% never never building or improving power armor with consideration to the weight of materials if you intend to build it in transit. These are things that mean that you've greatly minimized how important safe storage is in a world that you have to unlock your own fast travel within.
      Plus more legendary weapons and armor drop in Survival mode and so you better make sure that you have room to carry them home with you or otherwise hey better start walking to goodneighbor or bunker hill from the glowing sea If you haven't set up your own stores all over the commonwealth.
      It's not all punitive though, because it's the only game mode that has a built-in adrenaline system. The more enemies you kill, reward you with higher and higher damage output so you can snowball into a killing machine. Where it becomes interesting is that you lose that bonus when you sleep, meaning there's a very distinct risk reward factor for the player to decide whether to play it safe and save their progress at a bed, forfeiting the adrenaline, or push onwards at greater rest as the character tires.
      It's not for everyone, but I believe that positives outweigh the challenges as long as you're willing to build a few shacks and bases of operation intermittently. If you do set up a safety net of settlements then you can take full advantage of the adrenaline system and storage as much as you like.

  • @Shadow_Sonata
    @Shadow_Sonata 6 месяцев назад +1

    One particularly annoying thing about the settlement system is that the settlers are all but useless. No variety of skills that could be used to start up or add to settlements. Not doing anything but complain unless assigned to perform a task. All they do is act as filler NPCs.

  • @thefallofKAE89
    @thefallofKAE89 6 месяцев назад

    At 34 entertainment to me is passing time to drink again. Fallout 4 has good graphics. Fallout 3 has atmosphere.

  • @sagenebula7120
    @sagenebula7120 5 месяцев назад

    I really do believe if bethesda would just commit to their ideas and delve into them they’d be such amazing games

  • @Maxammo22
    @Maxammo22 6 месяцев назад

    “The sisem”

  • @Alex_FRD
    @Alex_FRD 6 месяцев назад +1

    I like the idea of the Fallout 4 intro, but it's slow and boring enough as is. The last thing we need is another Fallout 2 temple.

  • @CrustySock1939
    @CrustySock1939 5 месяцев назад

    I would like a fallout game that has an optional intro similar to the last of us Part 1 but like improved as much as they can fr (not saying the last of us intro is terrible because it’s one of the best)

  • @Zack_Wester
    @Zack_Wester 6 месяцев назад

    to be fair if the player character was an adult when they entered the vault they would be somewhat old when they left as the minimum recommended time was like 50 years I think
    the war started in 2077 whit a mandatory minimum time of 180 days or half a year.
    Fallout 76 starts at 2102 (25 years this is the earliest game start in fallout to this date).
    Fallout 1 starts at 2161 (87 years later).
    Fallout 2 starts at 2241 (164 years)
    Fallout 3 starts at 2277 (200 years)
    Fallout NV starts at 2281 (203 years)
    Fallout 4 begins 2287 (210 years)
    so if you dont want the game to start whit your character getting born in 2077 your not leaving the vault whiles young.
    How I would redo the Gunner faction.
    First semi split them into the part that's pure for the cash. and a part that is a bit more picky whit who they take missions from.
    at first those two groups would exist side by side but whit the player interaction by working whit ether side there would be a rift forming and later ether a straight upp civil war or they just split and leave. whit hostilities forming soon after.
    whit the power armour start I say let the player do that quest get the armour do the escort to Sanctuary then the armor breaks down or one of the survives takes it for reason.
    and yee more NPC town is needed. as all the towns we see now have ether for some time or recently been overrun.
    another problem I have whit fallout 4 (not sure how much it was a thing in fallout 3 and NV).
    but the two stories told at the same time.
    like the Iron Forge or what that location was called the steel mill.
    where the forger have taken over and set up shop and yet theres stuff that tells a story of the place before the war kind of deal.
    like the dinner table in the break room have a few skeletons from prewar sitting in the chairs whit some food and a note.
    if the player sneaks around whit out alerting the forger one of the forger will go I want to sit down and see the dinner chair and sit down.
    bugging out the skeleton corps because the devs did not plane that out at all.
    same whit the car factory whit the raiders.
    and that is how many places are peaple are super cerfull not to touch anything thats 100+ years old yet will as soon as the player comes mess stuff up because the setup is i logical
    and no this is not the case that the player enters a location that been undisturbed for 200+ years whit the current faction thats inside arrived a few hours/days before the player.
    the Forger have been at the forge for months, the raider at the car factory have been there for months.

  • @Alfwin
    @Alfwin 6 месяцев назад

    "A fun game full of half-baked ideas" basically describes every game Bethesda has ever released tbh. To be clear, I do love these games. But every single one, from Arena to Fallout 4, feels like it _could have been even more._
    I definitely agree the intro was a missed opportunity. Worse, the way it was done really stifles the variety of personalities you can role-play as. If it was just "you're a citizen of a pre-war town", that'd be fine. But the hardest part of any FO4 playthrough for me is coming up with a convincing backstory reason my himbo jock lesbian Sole Survivor has a husband and a law degree. Getting a look at pre-war USA was a neat idea, but what they went with only serves to hinder the game, not to enhance it.

    • @max7971
      @max7971 6 месяцев назад

      The only part of morrowind that feels rushed is the red mountain section. The question is not about “adding more stuff”, it’s about the stuff they add being of good quality.

  • @stopidhoodleum3232
    @stopidhoodleum3232 5 месяцев назад

    Your ideas for prewar parts of the game are great, fuck 😭 loved the supermarket riot one

  • @tictactoc9311
    @tictactoc9311 6 месяцев назад

    Fallout live action video when

  • @TheFuriousMulatto
    @TheFuriousMulatto 5 месяцев назад

    Half-baked? Most of the ideas in Fallout 4 aren't even a quarter-baked. Hell, some of that shit didn't even hit the oven.

  • @JC_Denton_
    @JC_Denton_ 6 месяцев назад

    I understand why they went for the pre war opening, to show what we had and what was lost. But as you stated, they didn't show the struggles America faced prewar, it wasn't this white picket fenced fantasy, it was the end of the American dream
    Either for poor writting or not enough time spent with your wife or son, the emotional connection is also lost I feel. I would've had a non voiced protagonist with a semi blank backstory with a intro more akin to prior games

  • @elecman748
    @elecman748 6 месяцев назад

    The entire game

  • @flamingoseating3669
    @flamingoseating3669 6 месяцев назад

    I wish they made a reason as to why there’s only two communities. Maybe they could’ve made it so Raiders from Nuka World or somewhere else invaded the commonwealth. Institute supermutants combined with raiders overwhelmed the settlements and only walled cities withstood the invasion. Then tie the rebuilding of the minutemen and settlements into the storyline more. I think they could’ve done more with the story. Fallout 4 is disappointing when it comes to the storyline. Settlement building is only fun with tons of mods to be honest.

  • @Umbra_Ursus
    @Umbra_Ursus 6 месяцев назад

    The game being half-baked is a problem throughout: Nate being both pre-war and a more-or-less set person? Pointless, for the most part. Everything about the Institute? Barely qualifies as used toilet paper. The Institue mutants? Less than half baked. The Gunners? More baked than Talon Company, but still raw. The intro actually being damn solid? Ruined with the game-intro being so nice. The whole icebox plot? Used more than less just for a bad twist. The Railroad? Either meant to be hypocritical idiots, or are that undercooked. The settlement system? Far Harbor baked it further, but still *raw.*
    About the only things that don't feel undercooked are the BOS plotline (It's just not well-written), the Minutemen lore, and the companions.

  • @CrimsonFox36
    @CrimsonFox36 6 месяцев назад

    The biggest missteps of Fallout 4 are the Combat Zone, and the Robot Racetrack.
    SO much potential, wasted.

  • @WretchedHobbit
    @WretchedHobbit 6 месяцев назад

    Great vid

  • @bearVshark100
    @bearVshark100 5 месяцев назад

    This is the game where modern Bethesda figured out that it takes players over 100 hours to figure out if they like the game or not. If you can get decent reviews from people who don’t want to say the game isn’t worth buying in the first weeks you’ll get good sales. If it takes them a few months to find out they didn’t try very hard on things like the story and setting, then it justifies their decision not to allocate project resources to those things since you made your sales. Starfield was inevitable, es6 is going to be bad, and I’m absolutely not buying fallout 5. Still played fallout 4 for 230 hours.

  • @SaidNoGaming
    @SaidNoGaming 6 месяцев назад

    I don’t see why something being fun but not useful is a bad thing. That’s literally what video games are, fun but not useful in life.

  • @kaylaa2204
    @kaylaa2204 6 месяцев назад

    Personally I hate the opening. Sure it’s a good idea to set up this story about a veteran and a lawyer pre war… for a book. This isn’t a book, obviously, it’s a game. And not just any game, it’s an RPG. Normally in an RPG you don’t tell the player who they are beyond any one or several things that have happened to them.
    Elder Scrolls for example has been pretty consistent with the prisoner model. Skyrim went a little far for comfort with including that specifically were caught at the border so now you need to come up with a reason you were at the border. But that’s forgivable
    This is telling you “you are Nate/Nora heterosexual spouse and veteran/lawyer. You specifically lived here in this house, and you have had your child stolen, and that is your main goal”
    That’s a lot of stuff predefined for the player. Now Fallout is no stranger to this. Fallout 1 told you what vault you were from, and that you needed to get water for your vault. New Vegas said you were shot by Benny and survived and that’s what you should aim to do
    But with Fallout 4 the issue of the quantity of things it defined, and the intensity with which it reiterates such things. If I as the player decide I don’t want to care about Shaun, the game will remind me at every turn that Nate/Nora is devastated about Shaun.
    Now I don’t care which way you twist, that’s not an RPG

  • @boblionia
    @boblionia 6 месяцев назад

    It annoyed me so much playing this game on release and for some reason your character assumes that their second cryogenic freezing was probably about an hour or something
    There is literally no reason for your character to think Shaun is a baby other than that Bethesda needed them to think that to set up the "reveal" that anyone with half a braincell probably assumed was the case anyway. 20 minutes into the game and the player and player character are completely disconnected.
    Nice RPG, guys

  • @marcoaraiza9381
    @marcoaraiza9381 6 месяцев назад

    fuuuuuu- exploring a pre war boston. maybe a little linear but still kind of open. imagine there was a settlement tutorial but it could be done nearly anywhere and when you exit the vault the little things you put would be the foundation of a new settlement fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu

  • @bigstick3064
    @bigstick3064 6 месяцев назад

    It’s a half-baked game tbh

  • @Ghost1828
    @Ghost1828 6 месяцев назад

    Shame they had limited time

  • @twotamatos
    @twotamatos 6 месяцев назад +1

    I’m genuinely getting into modding but I’ll put up with fo3s horrible engine cuz I could care less about base building or crafting etc shooting advancements they made I hate fallout 4s engine and I hate the game for giving u a voiced protagonist & removing anything role playing about it they just copied heavy rains story it was so bad they removed all fun role playing mechanics like skills and karma so I could just never play this piece of trash they 100% just put in the dog power armor etc in first 5 mins of playing so reviewers would give it a 10/10 cuz they have short attention spans most of all I just hate how happy n go lucky everything is in the apoclypse fo 3 feels depressing gloomy and scary fo 4 had non of that they just thought everyone in they’re audience was stupid and couldn’t understand how to build a character or have any freedom of choice in they’re game

  • @user-gk9lg5sp4y
    @user-gk9lg5sp4y 6 месяцев назад

    Fallout 4 is a video game. It aint Chaucer.

  • @glitchtulsa3429
    @glitchtulsa3429 6 месяцев назад +2

    You're reviewing a game that is literally just shy of being a decade old, I'd say any complaints you have are minimal, as you're still playing it eight and a half years later.

    • @glitchtulsa3429
      @glitchtulsa3429 6 месяцев назад +2

      @@Horgler Oh look, it's internet argument hour, with Mr. Misconstrued Message, That is not at all what I said, and if you somehow read that into the words that I wrote, I suggest you go back and read them again, and maybe read them once more after that for good measure.
      I said, and I quote:
      "I'd say any complaints you have are minimal, as you're still playing it eight and a half years later..."
      ...now, did I say anything about being unable to criticize the game based upon its age? Did I? No I did not. That was all in your head, how it got into your head, I do not know, maybe you put it there all on your own, but one thig is for absolute certain, you did not get it from anything I said. What I said was the game has staying power and any complaints you have might be small considering it is almost a decade old and you are still enjoying playing it.

  • @rowantheelfgmail
    @rowantheelfgmail 5 месяцев назад

    You forgot University Point, which was there until the Institute sent in Kellogg and some synths and destroyed it and killed everyone.

  • @Meatlord69
    @Meatlord69 5 месяцев назад

    The companion AI in this game is ungodly. They are worse than useless.

  • @SGTMasterBean
    @SGTMasterBean 6 месяцев назад +118

    I think there’s actually three semi major settlements that have been somewhat recently lost before the game starts. Salem, University Point, and Quincy.

    • @hinaruto43ver
      @hinaruto43ver 5 месяцев назад +1

      And university point was destroyed by the institute, which games twice over says didn't destroy any towns.

  • @nathanlevesque7812
    @nathanlevesque7812 6 месяцев назад +253

    Fo: need new water chip or the vault dies
    Fo2: need GECK to end the famine or Arroyo will die
    Fo3: need GECK to purify the potomac or DC will stay dead
    Fo4: random lawyer/soldier builds 50 industrial scale water purification plants all over Boston and the surrounding countryside, while increasing the amount of agricultural development by 100,000%

    • @SeymourTiddies
      @SeymourTiddies 6 месяцев назад +33

      Funnily enough, it seems like your character's actions in FO4 affect the world the least, even though you are arguably doing the most (actively building new settlements).

    • @RedShocktrooperRST
      @RedShocktrooperRST 6 месяцев назад +3

      Even more percentages if you proceed to do some industrialized agriculture. "If they can do it with a bunch of Mr. Handy's at Greygarden, I bet I could do it with a bunch of protectrons."

    • @kaylaa2204
      @kaylaa2204 6 месяцев назад +3

      To be fair it does seem like that was already being done
      In Fallout 1, yes you need a new water chip, and this water chip was a component the vault water purifiers used. Eventually you meet the Water Traders who tell you they don’t have one of those, because it’s outdated technology and they use something else to get their water. Then direct you to who might have one, or alternatively allowing you to have some water delivered to the vault to give you more time. So technology was evolving, people were finding new ways to get water.
      I’ve also been told Fallout 3 had a water purification project subplot (never played this one admittedly), which others have suggested might have actually given rise to rapid technological advancement in the area, hence you can buy purified water everywhere, find it everywhere, and make it easily, with no sign of the water traders.

    • @jadesoda5305
      @jadesoda5305 6 месяцев назад

      Well yeah dc is over 400 miles from boston

    • @maestrofeli4259
      @maestrofeli4259 5 месяцев назад

      ​@@kaylaa2204isn't the "water purification subplot" the main quest? project purity? lol

  • @Maddiedoggie
    @Maddiedoggie 6 месяцев назад +31

    "OH EGADS! MY GAME IS RUINED!!! But what if... I purchased game mods and disguised it as my own development? Hohoho, delightfully devilish, Todd."

  • @ravinraven6913
    @ravinraven6913 6 месяцев назад +12

    the guy in the power armor at the gate to 101s minigun is spinning, means hes pulling the trigger but not long enough to fire. dudes ready

  • @Tiberium10332
    @Tiberium10332 6 месяцев назад +13

    Yeah the introduction could be done better. Like another comic or s slightly changed cover to highlight the inflation. The Astoundingly Awesome Tales have a price of 29$. How about a option for an prolonged time before the bombs fall, fully optional? You could meet some of your neighbors. Which would make their deaths and the feral ghoul neighbors far more impact full. There someone could mention something about the new plague. Maybe some of their relatives got imprisoned for alleged espionage. It should not punch you in the face how terrible the world state was before the bombs otherwise a lot of notes and terminals we find later would not be so eye opening for new players. But it should give players the feeling that something is off and for those who look a bit more make it clear that there is a lot of sh*t going on besides the dread of an impending atomic war.

    • @Steel-101
      @Steel-101 6 месяцев назад +2

      Well we were do get a clear picture of the inflation. Just look at the amount of food that we have in the fridge. 2 TV dinners, three cokes, & 2 bottles of Milk? What is this a college dorm snack? Lol 😂. If USA had normal food prices then we would see a bunch of fruit, vegetables, frozen meat, massive packs of water etc. But yeah I do wish we got a bit more in the intro that shows the craziness of the Fallout USA.

  • @MattyDienhoff
    @MattyDienhoff 6 месяцев назад +6

    I love the thumbnails you put on these videos. XD
    So, the settlement building system... I actually wished for something like that in Fallout 3 (and to a lesser extent New Vegas), because the wasteland is a harsh world and, when playing a good character anyway, I wanted to have ways to improve the game world on a wider scale than just questing. Investing in trade, security, essential facilities, farms and purifiers, etc.
    It would also indirectly solve another problem which is that towards the end of every playthrough, I'd always reach this sort of malaise where I had more caps, loot and equipment than I could possibly ever use, and it made quest rewards less and less important. Once my own "ammo and chems " needs are met, the settlement system gives me something worthwhile to invest all my loot in.

  • @k.g.7591
    @k.g.7591 6 месяцев назад +8

    I’ve always thought that the Gunners were probably originally going to be leftovers of the US Army or potentially the Enclave, and then the devs got told no by the actual US military or something

    • @youdungoofed1
      @youdungoofed1 6 месяцев назад

      The brotherhood of steel already fills the roll of ex US army. Also, the US government has no say in what's in fictional works.

    • @atpyro7920
      @atpyro7920 6 месяцев назад +2

      There's kind of the problem of that already being the Brotherhood. The Gunners are just better-equipped raiders.

    • @youdungoofed1
      @youdungoofed1 6 месяцев назад

      My reply got deleted? Why?

  • @isaacguerrero9722
    @isaacguerrero9722 6 месяцев назад +9

    This topic has the pottential to be a long series if we go with other fallouts too. Grea video ❤