[QUOTE=Starlight 456;49852131]I'm not saying Bethesda has never made dumb story choices, I'm saying they've never been [I]that[/I] dumb
I totally agree that FO3's ending was garbage but it wasn't as garbage as "the institute made a synth clone of your spouse and they escaped into Maine" would be[/QUOTE]
I was waiting for the whole synth thing to become relevant to the protagonist in some way for the entire game. I was waiting for the institute to use bringing my wife back as incentive to side with them, I was waiting for the brotherhood to be infiltrated by a synth copy of me that I would have to fight off or talk down, I was waiting to be a synth all along! etc.
Like, the synth version of yourself would be an amazing late-game boss, especially considering your character now has a set voice that it could use. For all the sacrifices they made to get a voiced protagonist they don't really make the most of it imo.
[QUOTE=FlakTheMighty;49852233]Usually they're not directly under the barrel itself, but there's something between the two like this M16
[img]http://i.imgur.com/7pCCdHr.png[/img]
There's a little bit of, I don't want to say insulation, but I can't think of a better word, between the actual barrel and where your hand goes.[/QUOTE]
It's a hand guard or a heat shield.
[QUOTE=fulgrim;49852420]Like, the synth version of yourself would be an amazing late-game boss, especially considering your character now has a set voice that it could use. For all the sacrifices they made to get a voiced protagonist they don't really make the most of it imo.[/QUOTE]
Reply not specifically related to synths, but on the note of bosses, it seems strange but Bethesda has an aversion to putting big boss characters in Fallout games.
Like, between The Master, Frank Horrigan and Lanius, Fallout has some of the most memorable monstrous villains, but Bethesda never seems to make cool endgame bosses. Like, imagine having to fight and disable (incomplete) liberty prime when attacking the airship, or go head to head with some bio-engineered cyborg freak that the institute was keeping under wraps.
I can think of a few more major features that would benefit Fallout 4.
Namely less-lethal combat/weapons and a more lively world. Fallout could take a few hints from STALKER and add a lot more random wandering adventurers around the wasteland to make it feel like it's actually inhabited by people.
[QUOTE=Ganerumo;49851720]
[t]http://images.akamai.steamusercontent.com/ugc/306614201815985095/478A2C0498041C877DBD20003FC22EB3B16AD79C/[/t][/QUOTE]
looks like detective pardo's school shooting stepchild
The Commonwealth feels a lot more like it's inhabited than DC, which makes sense lore wise since DC is supposed to mostly be abandoned as everyone fled to greener pastured.
What it needs more than small inhabited settlements are people on the road. Bethesda's games are always strangely devoid of wanderers. Given, it makes more sense in Fallout since walking around the wilderness is rarely a good idea, but in TES it's rather jarring seeing as so few people actually bother having a walk outside. Mods tend to overdo it as well, which isn't really any better.
[QUOTE=hypno-toad;49852626]Reply not specifically related to synths, but on the note of bosses, it seems strange but Bethesda has an aversion to putting big boss characters in Fallout games.
Like, between The Master, Frank Horrigan and Lanius, Fallout has some of the most memorable monstrous villains, but Bethesda never seems to make cool endgame bosses. Like, imagine having to fight and disable (incomplete) liberty prime when attacking the airship, or go head to head with some bio-engineered cyborg freak that the institute was keeping under wraps.[/QUOTE]
It seems like Bethesda just prefers large and long battles as surrogates to final bosses, which I don't mind. They seem pretty good at it, and it's not just final quests that have these large battles, the Constitution comes to mind.
Don't get me wrong, I can appreciate a good final boss too, but I don't think every game needs some super-powered freak of nature that comes out of the shadows at the very end to try and trounce me in the name of whatever faction they belong to.
[QUOTE=hypno-toad;49852626]Reply not specifically related to synths, but on the note of bosses, it seems strange but Bethesda has an aversion to putting big boss characters in Fallout games.
Like, between The Master, Frank Horrigan and Lanius, Fallout has some of the most memorable monstrous villains, but Bethesda never seems to make cool endgame bosses. Like, imagine having to fight and disable (incomplete) liberty prime when attacking the airship, or go head to head with some bio-engineered cyborg freak that the institute was keeping under wraps.[/QUOTE]
Fallout has never really been a boss fight kind of series. The Master and Frank Horrigan were the only real bosses in the original games that I can remember, and New Vegas only had them at the end of the game or the end of the DLCs. Mostly you can talk your way around the fights too.
[QUOTE=FlakTheMighty;49852233]Usually they're not directly under the barrel itself, but there's something between the two like this M16
[img]http://i.imgur.com/7pCCdHr.png[/img]
There's a little bit of, I don't want to say insulation, but I can't think of a better word, between the actual barrel and where your hand goes.[/QUOTE]
The inside of the plastic hand guard is a metal heat shield. It's mostly just empty space though.
[QUOTE=Janus Vesta;49852748]Fallout has never really been a boss fight kind of series. The Master and Frank Horrigan were the only real bosses in the original games that I can remember, and New Vegas only had them at the end of the game or the end of the DLCs. Mostly you can talk your way around the fights too.[/QUOTE]
I don't mean an unavoidable* boss fight, but rather the games always have as villain figure that sort of looms on the horizon of every game. In Fallout 1 you keep hearing people refer to "the master" throughout the entire game, though you never know what he is until you actually see him. In fallout 2 frank horrigan is just this monstrous figure who you keep narrowly missing in your main quest, and in New Vegas you keep hearing reports of some legendary "Monster of the East" who butchers his own soldiers and commits atrocities, etc.
It's been a recurring theme in every black isle and obsidian installment to have sort of a ominous and obfuscated villain that you only encounter at the end of the game (and either fight/talk/sneak your way past them)
[editline]2nd March 2016[/editline]
Actually I guess in some sense Kellogg could be considered to be that sort of character, but they really don't keep him around long enough for him to make a meaningful adversary
They should've kept Kellogg around up until the end IMO.
I wanted an option to persuade Kellogg not to fight you and I was trying so hard to find it.
it doesn't necessarily have to be a boss fight but fallout games definitely need a strong feeling of confrontation at the end, which i don't think fo4 really delivered on. i would have taken just a [sp]well-written talk and maybe a quick duel with Father/Maxson/Desdemona on top of CIT if it let me say what i actually thought of them for once, instead of this stupid awkwardly strung-together series of battles in the institute and then you nuke the place (???)
that one moment after Bunker Hill where you can just tell Shaun you're disappointed in him is so amazingly cathartic because it's like the one time your character says what you're thinking[/sp]
[QUOTE=hypno-toad;49852814]I don't mean an unavoidable* boss fight, but rather the games always have as villain figure that sort of looms on the horizon of every game. In Fallout 1 you keep hearing people refer to "the master" throughout the entire game, though you never know what he is until you actually see him. In fallout 2 frank horrigan is just this monstrous figure who you keep narrowly missing in your main quest, and in New Vegas you keep hearing reports of some legendary "Monster of the East" who butchers his own soldiers and commits atrocities, etc.
It's been a recurring theme in every black isle and obsidian installment to have sort of a ominous and obfuscated villain that you only encounter at the end of the game (and either fight/talk/sneak your way past them)
[editline]2nd March 2016[/editline]
Actually I guess in some sense Kellogg could be considered to be that sort of character, but they really don't keep him around long enough for him to make a meaningful adversary[/QUOTE]
While I agree with you that Fallout 1 had the big bad master waiting for you to fight at the end of the game, I wouldn't say it's exactly the same for Fallout 2 and New Vegas. Sure Frank Horrigan was a big menacing figure, and you do have a final confrontation with him at the end, but he really isn't the main enemy that you set out to destroy. It's mostly The Enclave that you're going to fight, and Frank Horrigan is just their biggest baddest guy and represents how corrupt and evil they are.
But I would hardly consider Legate Lanius to be the central antagonist in New Vegas. Yes, you do have to face off with him in three of the four endings, but he's really not a driving force in the plot.
The most recent update broke my game, so I have to start again. Are there any mods you guys would highly recommend?
[QUOTE=tyanet;49852900]
But I would hardly consider Legate Lanius to be the central antagonist in New Vegas. Yes, you do have to face off with him in three of the four endings, but he's really not a driving force in the plot.[/QUOTE]
The Legion is. He's just the face of the legion that you are going to face, like Horrigan was the face of Enclave by the end of F2. They're not the one leading their factions (it was Caesar and the president) but they are in a symbolic way your confrontation against said faction, so it works the same way.
Maybe in the future they'll release a Fallout 4 Redux, simliar to what the Metro 2033/Last Light developers did?
[sp] Pretty nonexsistent chances, though.[/sp]
I don't think bethesda is going to touch F4 that much after the DLCs are released
They're probably going to focus on the next TES
[QUOTE=Ruh-roh;49853019]I don't think bethesda is going to touch F4 that much after the DLCs are released
They're probably going to focus on the next TES[/QUOTE]
Umm, like any other game's DLC development cycle?
Unless you mean they won't touch FO4 that much after the first wave of DLC comes out, which I think is wrong because they're about to jump up the price of the season pass by double.
Oh wait they did jump it up, it's march now :v:
[QUOTE=hypno-toad;49852814]I don't mean an unavoidable* boss fight, but rather the games always have as villain figure that sort of looms on the horizon of every game. In Fallout 1 you keep hearing people refer to "the master" throughout the entire game, though you never know what he is until you actually see him. In fallout 2 frank horrigan is just this monstrous figure who you keep narrowly missing in your main quest, and in New Vegas you keep hearing reports of some legendary "Monster of the East" who butchers his own soldiers and commits atrocities, etc.
It's been a recurring theme in every black isle and obsidian installment to have sort of a ominous and obfuscated villain that you only encounter at the end of the game (and either fight/talk/sneak your way past them)
[editline]2nd March 2016[/editline]
Actually I guess in some sense Kellogg could be considered to be that sort of character, but they really don't keep him around long enough for him to make a meaningful adversary[/QUOTE]
Everyone in the Commonwealth has some sort of spook story about the Institute in general. In Fallout 3, there's this mysterious group called the Enclave, claims to be the American government, says they're going to swoop in and save the day [i]aaaaany minute now[/i], but most people aren't quite so sure who they are or what their real intention is.
Bethesda seems to go more for a somewhat ominous and obfuscated faction more than just some one guy. Whether you like that better or not is up to you, but they do seem to be good at establishing a background presence that you can name but aren't really sure what the hell they are, exactly, even if they usually wind up being the local super bad guys because Bethesda [url=http://www.uesp.net/wiki/Oblivion:Mehrunes_Dagon]seems[/url] [url=http://en.uesp.net/wiki/Skyrim:Thalmor]to[/url] [url=http://en.uesp.net/wiki/Skyrim:Alduin]really[/url] [url=http://fallout.gamepedia.com/Enclave]like[/url] supreme evil (even if they aren't always very good at it)
[QUOTE=ClarkWasHere;49853059]Umm, like any other game's DLC development cycle?
Unless you mean they won't touch FO4 that much after the first wave of DLC comes out, which I think is wrong because they're about to jump up the price of the season pass by double.
Oh wait they did jump it up, it's march now :v:[/QUOTE]
He means significant changes to the base content rather than additional dlc's
[QUOTE=Ruby_Axe;49853072]He means significant changes to the base content rather than additional dlc's[/QUOTE]
Yeah, this. The guy was talking about the redux versions of Metro, after all. I don't think Bethesda is going to use the effort and time to keep tinkering with the already released and stablished game when they have another strong franchise to work on with.
[QUOTE=Cone;49852898][sp]that one moment after Bunker Hill where you can just tell Shaun you're disappointed in him is so amazingly cathartic because it's like the one time your character says what you're thinking[/sp][/QUOTE]
This times one-thousand. Sure, I was going to[sp]go along with the Institute to help further the railroad's subterfuge, but this opportunity in this game could not be passed up.[/sp]
[QUOTE=Ruby_Axe;49853072]He means the base content rather than additional dlc's[/QUOTE]
Oh, like with what they did with skyrim by adding more additional content to the base game (legendary and Werewolf perks) I get what he means now.
Well, I don't know honestly. I haven't really seen very much that would lead me to believe that Bethesda would drop the base game after they're finished with the first wave of DLC.
About the bosses, that was one thing they did in Skyrim I really liked. A lot of the dungeons had their only little quests or storylines where you'd learn about some big bad who lived/was buried there, and then at the end of the dungeon, there they were, a unique boss enemy to deal with. Fallout 4 does that a little with the few named Raider chiefs, I guess, but most dungeons you just end up dealing with "synth leader" or something similar.
[QUOTE=Ruh-roh;49853087]Yeah, this. The guy was talking about the redux versions of Metro, after all. I don't think Bethesda is going to use the effort and time to keep tinkering with the already released and stablished game when they have another strong franchise to work on with.[/QUOTE]
Yeah, I don't think they'd try doing redux versions of FO4 at all. That's not really something bethesda has done or will do soon.
[editline]2nd March 2016[/editline]
[QUOTE=Pax;49853114]About the bosses, that was one thing they did in Skyrim I really liked. A lot of the dungeons had their only little quests or storylines where you'd learn about some big bad who lived/was buried there, and then at the end of the dungeon, there they were, a unique boss enemy to deal with. Fallout 4 does that a little with the few named Raider chiefs, I guess, but most dungeons you just end up dealing with "synth leader" or something similar.[/QUOTE]
Skyrim also has it's fair share of "synth leader" type bosses too. Bandits were basically just camps of, well, bandits, with one at the end of the dungeon being a bit tougher.
[QUOTE=Ruh-roh;49853002]The Legion is. He's just the face of the legion that you are going to face, like Horrigan was the face of Enclave by the end of F2. They're not the one leading their factions (it was Caesar and the president) but they are in a symbolic way your confrontation against said faction, so it works the same way.[/QUOTE]
In Fallout 2 is was more "One man vs. the world" sort of thing, since you went out on your own to take down the Enclave.
In New Vegas it became "Legends meeting in battle and duking it out" thing, because you actually became the figure head of your faction much like Frank Horrigan or Lanius.
[QUOTE=ClarkWasHere;49853100]Oh, like with what they did with skyrim by adding more additional content to the base game (legendary and Werewolf perks) I get what he means now.
Well, I don't know honestly. I haven't really seen very much that would lead me to believe that Bethesda would drop the base game after they're finished with the first wave of DLC.[/QUOTE]
I'm not saying they definitely won't. I'm just saying i think they won't because unlike many other business out there they have two really strong franchises on their hands. One of the side effects of Bethesda games being so moddable is that they don't need to keep a tight eye over them for too long - the community usually takes to themselves to release patches, bug fixes, new content, etcetera, so they can just move on with something else.
Since the survival mode is coming soon, has anyone made a realistic hair mod? For instance the longer you go the hairstyles/beards get longer until you see a barber again.
It would also be cool if taking damage or getting a limb crippled added a permanent scar to that part of the body, but only so much is possible right now I understand.
[QUOTE=bigbadbarron;49853151]Since the survival mode is coming soon, has anyone made a realistic hair mod? For instance the longer you go the hairstyles/beards get longer until you see a barber again.
It would also be cool if taking damage or getting a limb crippled added a permanent scar to that part of the body, but only so much is possible right now I understand.[/QUOTE]
I just wish we could have scars or markings or tattoos on things other than our faces.
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