Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
[QUOTE=Agent 47;49360129]the institute honestly feels like bethesda took their usual pure evil antagonist, tried made them relatable, but never actually changed their actions from pure evil.
the institute:
is somehow responsible for the super mutant infestation in the commonwealth
created human clonebots and acts like they're a DOS terminal
kidnap people and replace them with synths
are responsible for the termination of proto NCR organization in the commonwealth
perform brainwashings
steal power from settlement
other stuff i forget
yet when you meet them there is barely any mention of all that by their members. If they justified or regretted it or something it would be different, but the institute seems to completely 180 from enclave 2.0 to ~mankind redefined~ goody scientist trying to fix the commonwealth halfway through the main quest.[/QUOTE]
I feel like the dissonance between their speech and their actual actions is intended, albeit not very well written.
It's like how the stormcloaks in Skyrim are at first shown as this underdog group of concerned nords who just want to fight an oppressive empire that stole their rights, but the further you go with them the clearer it appears that they're corrupt fuckheads that are far more willing to abuse their power than at first glance.
[QUOTE=Zarjk;49359958][img_thumb]http://i.imgur.com/FG96xjc.jpg[/img_thumb]
[sp]I didn't like Fallout 4[/sp][/QUOTE]
I always thought helmet overlays like this were a bad idea. Visor/helmet overlays are much easier on the eyes when the edges are blurrier and the entire thing is at least slightly opaque.
for example stalker misery mod does this.
[thumb]http://i.imgbox.com/F76Bq5vs.jpg[/thumb]
It feels less like you are looking at an oddly shaped screen and more like you are looking through a mask.
[QUOTE=eggman249;49359978][media]https://twitter.com/DogtoothCG/status/678794891929849856[/media]
Hnnng, I love it.[/QUOTE]
[video=youtube;HA1mbZ_MMh8]https://www.youtube.com/watch?v=HA1mbZ_MMh8[/video]
[QUOTE=mecaguy03;49360341]I want to yell at whoever made that overlay because thats not how a helmet should look like from the inside.[/QUOTE]
Any game/mod that slaps restraining vision overlays on you because ~~immersion~~ makes me want to punch people in their dicks.
I like having overlays for immersion but since you see them constantly they need to be properly done or else it is just painful.
[QUOTE=Ganerumo;49360325]I feel like the dissonance between their speech and their actual actions is intended, albeit not very well written.
It's like how the stormcloaks in Skyrim are at first shown as this underdog group of concerned nords who just want to fight an oppressive empire that stole their rights, but the further you go with them the clearer it appears that they're corrupt fuckheads that are far more willing to abuse their power than at first glance.[/QUOTE]
if the player had more opportunities to call out people for obvious moral problems only for them to be swept away offhandedly, it would've gotten the point across better imo. Really though, some of the stuff the institute did was just pointlessly mustache twirly for me. There's barely any justification for experimenting with super mutants, for example, and absolutely none for releasing them into the commonwealth.
it would've been interesting if you could actually have conversations (unless they are there and i don't know about it) with father or someone else where they provide a justification and seem genuinely confused at why you are complaining.
"I just don't see why you want to stand in the way of scientific progress; the FEV project must be tested in a natural environment. Any casualties they incur are pennies on the wealth of knowledge we gain on the possibilities of more effective, directed, human genetic evolution."
that would've made the institute more interesting from a cultural evolution standpoint, make their big bad-ness more justified, and allowed for more roleplaying potential (play the character as machiavellian pragmatist, cold scientist interested only in facts, moralist that can't justify avoidable deaths, something else)
also, just as a side note, am I the only one sick of the ipod design that gets used for every single futuristic setting lately? Bethesda's visual design is probably one of their strongest points (which is amazing looking back at oblivion) but the institute was just boring looking to me.
[editline]21st December 2015[/editline]
tl;dr my background in writing forces me to write bricks and i don't apologize
Shot a raider in the head with rifle, their head remained perfectly still while the body flung upwards into the sky. Reaally wish I was recording.
[t]http://images.akamai.steamusercontent.com/ugc/395553315345563342/F09A04BF98216393BC9661400BD9845F2F0FAD2F/[/t]
[QUOTE=nomad1;49360460]Shot a raider in the head with rifle, their head remained perfectly still while the body flung upwards into the sky. Reaally wish I was recording.
[t]http://images.akamai.steamusercontent.com/ugc/395553315345563342/F09A04BF98216393BC9661400BD9845F2F0FAD2F/[/t][/QUOTE]
[media]https://www.youtube.com/watch?v=RkFSIQYTJzw[/media]
Fixing these up a little is fun.
[t]http://i.imgur.com/kpSoI26.jpg[/t][t]http://i.imgur.com/vPpHueq.jpg[/t][t]http://i.imgur.com/EEnEMDJ.jpg[/t]
[QUOTE=Agent 47;49360403]if the player had more opportunities to call out people for obvious moral problems only for them to be swept away offhandedly, it would've gotten the point across better imo. Really though, some of the stuff the institute did was just pointlessly mustache twirly for me. There's barely any justification for experimenting with super mutants, for example, and absolutely none for releasing them into the commonwealth.
it would've been interesting if you could actually have conversations (unless they are there and i don't know about it) with father or someone else where they provide a justification and seem genuinely confused at why you are complaining.
"I just don't see why you want to stand in the way of scientific progress; the FEV project must be tested in a natural environment. Any casualties they incur are pennies on the wealth of knowledge we gain on the possibilities of more effective, directed, human genetic evolution."
that would've made the institute more interesting from a cultural evolution standpoint, make their big bad-ness more justified, and allowed for more roleplaying potential (play the character as machiavellian pragmatist, cold scientist interested only in facts, moralist that can't justify avoidable deaths, something else)
also, just as a side note, am I the only one sick of the ipod design that gets used for every single futuristic setting lately? Bethesda's visual design is probably one of their strongest points (which is amazing looking back at oblivion) but the institute was just boring looking to me.
[editline]21st December 2015[/editline]
tl;dr my background in writing forces me to write bricks and i don't apologize[/QUOTE]
[B]The post below will have some unmarked spoilers.[/B] It's a slab of text, skip it if you want to avoid spoilers.
While writing the game they probably assumed that any player who joins and sticks to a faction would agree to them (or their character would at least), since disapproval can be voiced by just leaving the faction and reaching another one.
There [I]are[/I] times where you can openly disapprove of some of the things the institute does, but the disapproval lines about the Institute and pretty much any other faction are about being a smarmy cunt who doesn't like anything, not about actually giving their own views of the situation. You can play the entire game disagreeing with everybody and dismissing their thoughts and actions, but it lacks opportunities to actually disagree [I]and[/I] do things your way. You can even confront Shaun about his dead parent and he'll respond really coldly, and you can further disagree with his very pragmatic view on the situation - he even makes a very good point that he's not as touched by the death of Nora/Nate as you are because it was sixty years ago for him.
Basically they did the same thing as New Vegas where you're not really in charge and just a pawn, but forgot to give your choices and opinion the importance they should have in the situations where you are actually in charge. So it works well when you join the BOS and the Railroad in which cases you're an agent and you're helping them out (because your character likely agrees with them), but when you join the Institute or the Minutemen it kind of falls apart because you don't obtain the sense of leadership you should normally have in that situation.
Although it's important to note that while you lack the direct ability to act like a leader and be treated like one (usually), same issue as what Skyrim had once you became the recognized Dragonborn, it is still possible within the confines of the story to actually apply your character's opinions to your faction. Nobody's here to tell you what will happen after the game's events, and while the lack of epilogue and slides is deplorable, there's some comfort to be found in the fact that it leaves the player on an open page as to what comes next.
As for the institute design, I kind of like it. The sterility and simplicity drives the point home that the Institute isn't really in touch with the world anymore - they're their own thing, and they've lost the ability to interact with the wasteland because they're about as dissonant as they can get. It does lack a bit of pulpy sci-fi elements, but the logic behind designing it that way is good, and sensible story-wise.
[editline]a[/editline]
I feel like this kind of conversation should be taken over skype or something, works better as oral debate than as huge slabs of text written on a forum imho
Question, does there exist a chinese assault rifle / ak mod to replace the ABSOLUTELY DISGUSTING assault rifle? I'm not sure what Bethesda was thinking. In fallout 3 the chinese ak was one of the coolest looking guns out there, shame they chose to change it.
[QUOTE=Dom Pyroshark;49360354]Any game/mod that slaps restraining vision overlays on you because ~~immersion~~ makes me want to punch people in their dicks.[/QUOTE]
While I like vision overlays to an extent because it reminds you that you've got something on your face (especially if it's like a gas mask or something that restricts your vision), other stuff like glasses doesn't really need much of anything. I think PN did it right with having the thin overlay and nothing else, at least for glasses (I didn't like most of their PA helmet overlays) because when you're wearing glasses you don't really [I]see[/I] the frames, at least not if you've got a pair that aren't hipster glasses or tiny pinc-nez.
[editline]21st December 2015[/editline]
[QUOTE=yellowoboe;49360534]Fixing these up a little is fun.
[t]http://i.imgur.com/kpSoI26.jpg[/t][t]http://i.imgur.com/vPpHueq.jpg[/t][t]http://i.imgur.com/EEnEMDJ.jpg[/t][/QUOTE]
I wish there was a way to better incorporate pre-existing structures into settlement building. As it stands you kind of have to ignore or build around them by defaut, or use console witchcraft to merge pieces into the structures.
[QUOTE=ElectricSquid;49360588]I wish there was a way to better incorporate pre-existing structures into settlement building. As it stands you kind of have to ignore or build around them by defaut, or use console witchcraft to merge pieces into the structures.[/QUOTE]
Honestly can't wait for the creation kit so we can get those really nice building mods.
[QUOTE=Ganerumo;49360562][B]The post below will have some unmarked spoilers.[/B] It's a slab of text, skip it if you want to avoid spoilers.
While writing the game they probably assumed that any player who joins and sticks to a faction would agree to them (or their character would at least), since disapproval can be voiced by just leaving the faction and reaching another one.
There [I]are[/I] times where you can openly disapprove of some of the things the institute does, but the disapproval lines about the Institute and pretty much any other faction are about being a smarmy cunt who doesn't like anything, not about actually giving their own views of the situation. You can play the entire game disagreeing with everybody and dismissing their thoughts and actions, but it lacks opportunities to actually disagree [I]and[/I] do things your way. You can even confront Shaun about his dead parent and he'll respond really coldly, and you can further disagree with his very pragmatic view on the situation - he even makes a very good point that he's not as touched by the death of Nora/Nate as you are because it was sixty years ago for him.
Basically they did the same thing as New Vegas where you're not really in charge and just a pawn, but forgot to give your choices and opinion the importance they should have in the situations where you are actually in charge. So it works well when you join the BOS and the Railroad in which cases you're an agent and you're helping them out (because your character likely agrees with them), but when you join the Institute or the Minutemen it kind of falls apart because you don't obtain the sense of leadership you should normally have in that situation.
Although it's important to note that while you lack the direct ability to act like a leader and be treated like one (usually), same issue as what Skyrim had once you became the recognized Dragonborn, it is still possible within the confines of the story to actually apply your character's opinions to your faction. Nobody's here to tell you what will happen after the game's events, and while the lack of epilogue and slides is deplorable, there's some comfort to be found in the fact that it leaves the player on an open page as to what comes next.
As for the institute design, I kind of like it. The sterility and simplicity drives the point home that the Institute isn't really in touch with the world anymore - they're their own thing, and they've lost the ability to interact with the wasteland because they're about as dissonant as they can get. It does lack a bit of pulpy sci-fi elements, but the logic behind designing it that way is good, and sensible story-wise.
[editline]a[/editline]
I feel like this kind of conversation should be taken over skype or something, works better as oral debate than as huge slabs of text written on a forum imho[/QUOTE]
The lack of a sense of leadership is really the kicker here. You are supposedly the leader of the Minutemen, but [sp]You can't convince Desdemona that you have control over them in order to have her be on your side, because she thinks they're just a mob suffering the same symptoms as the greater Commonwealth when it comes to synths.[/sp] No speech checks, no quests to actually demonstrate your control to her, nothing. You can join [sp]the Institute, and apparently become its leader, but you can't get them to work with anybody - not the Railroad, who you could pacify by changing Institute policy on synths, and not the BOS, who you could maybe pacify if you joined with them by acting as the Brotherhood-loyal puppet director or something[/sp], and not the Minutemen, I guess? I don't even know if there's a conflict between the Institute and Minutemen, other than "synths are replacing people".
As for the skype thing, I don't think so. Forum posts work for lengthy and asynchronous discussions; skype goes too fast and potentially involves too many people at once in real-time. Forums are basically built for this.
The story does a decent job from a linear perspective but as soon as you try straying off the path it becomes a bit apparent that Bethesda didn't really want to make it a possibility. I don't think they forgot because they were bad writers or anything, I think it just wasn't part of their plan to let the player have that much control over the story.
As many people have pointed out before, Bethesda's games are often akin to themepark rides in that regard.
[editline]21st December 2015[/editline]
[QUOTE=TheRealRudy;49360635]I don't wanna be that guy but I think we can all agree Fallout 4's ending was one giant messy piece of shit, and the worst one in the entire series.[/QUOTE]
Fallout 3's vanilla ending was a lot flimsier until Broken Steel came along.
[QUOTE=Agent 47;49360403]There's barely any justification for experimenting with super mutants, for example, and absolutely none for releasing them into the commonwealth.
it would've been interesting if you could actually have conversations (unless they are there and i don't know about it) with father or someone else where they provide a justification and seem genuinely confused at why you are complaining.
"I just don't see why you want to stand in the way of scientific progress; the FEV project must be tested in a natural environment. Any casualties they incur are pennies on the wealth of knowledge we gain on the possibilities of more effective, directed, human genetic evolution."
[/QUOTE]
Even just having them dismissively hand-wave it as "the world above is already a terrible place filled with monsters, what difference did we make?" would have been cool because it would hammer home the idea that the institutes don't consider themselves part of the rest of the world, and the only view of the real world they have comes in the form of cold hard statistics and recon data.
[QUOTE=Ganerumo;49360562]
Basically they did the same thing as New Vegas where you're not really in charge and just a pawn, but forgot to give your choices and opinion the importance they should have in the situations where you are actually in charge. [/QUOTE]
I feel new vegas handled it far better, if you were told to do something you disagreed with, you could respond with "we will see what happens" and go off and solve the problem in a way you felt was more appropriate- for example, when morre sends you off to destroy the BOS- and it's made pretty clear she's only doing it out of personal hatred for them, you can literally just go off on your own initiative and be all "Nah i have a better idea", join them and form an alliance- And you dont find her waiting [sp]right outside the bunker[/sp] ready to tell you off if you disobey her.
sure shes unhappy that you out-manoeuvred her but she can't exactly punish you for securing additional support for the battle, and the guys in charge back west would flip if she turned down an alliance with the wasteland space marines.
If fact there are loads of occasions where someone higher up the chain of command has to make a tough choice and you can show them a better way of dealing with it, i get the feeling other games would just lock you into a [PERFORM MERCY KILLINGS FOR COMMANDER IN-CHARGE 1/3] quest
I suppose it's pretty funny that you feel more like a pawn as the leader of the commonwealth minute-men than you do as a random Mojave mail man.
[QUOTE=Ganerumo;49360642]The story does a decent job from a linear perspective but as soon as you try straying off the path it becomes a bit apparent that Bethesda didn't really want to make it a possibility. I don't think they forgot because they were bad writers or anything, I think it just wasn't part of their plan to let the player have that much control over the story.
As many people have pointed out before, Bethesda's games are often akin to themepark rides in that regard.
[editline]21st December 2015[/editline]
Fallout 3's vanilla ending was a lot flimsier until Broken Steel came along.[/QUOTE]
I dunno, FO3's ending was bad, but FO4's might be flimsier just by virtue of having more attempted complexity. Instead of bungling up one ending they bungled several.
[QUOTE=TheRealRudy;49360635]I don't wanna be that guy but I think we can all agree Fallout 4's ending was one giant messy piece of shit, and the worst one in the entire series.[/QUOTE]
Fallout 3's was worse based on the overwhelming power of pure dumb. like even if you ignore the fact two of the oldest and most powerful factions in fallout are fighting and dying for a really big water purifier, the kind that you build in bulk in 4 there's still-
"Yo buddy you are resistant to radiation! perhaps you could- " "ITS UR DESTINY TO DIE, GOOBYE"
What.
even with broken steel fixing that dumb shit i still have to deal with Ron Perlman telling me im a coward and not the true hero of the game because i wouldn't die in horrific agony just to push a button when i had a guy with me who wouldn't die if he went in.
That makes me a coward? funny enough i feel making any other choice would make me a retard. so i guess im still one up for being a coward here.
[QUOTE=MissingGlitch;49360210]The town is Sanctuary. And there is someone assigned to the bar. It just sees random when he decides to be there or not.[/QUOTE]
Definitely weird behavior then.. They should, by all means, do some drinking between 10 to 12 PM.
But yeah, when Todd said that the settlement building "just works" he meant just that. It barely [I]just[/I] works.
Also, Bethesda has a hard-on for dysfunctional broken factions that are rotten on the inside. They just love that shit.
The Minutemen are incapable of holding their shit together and constantly fall apart because they're practically just small groups of mercenaries that hate each other.
The BOS can't agree on their own policies and just constantly shoot themselves in the foot.
The Railroad is almost entirely made of broken hopeless individuals who are as idealistic as they get and who are frequently seen as a joke by other people.
The Institute are practically just slave owners who fuck around with science stuff all day long, and they're so fucked and incapable of maintaining their own population that they had to go to some nasty extremes to find a new leader.
For building materials and prefabs I wouldn't mind an angled piece. To you know, make some more geometrically interesting buildings then sharp 4 cornered boxes.
[QUOTE=fulgrim;49360667]Fallout 3's was worse based on the overwhelming power of pure dumb. like even if you ignore the fact two of the oldest and most powerful factions in fallout are fighting and dying for a really big water purifier, the kind that you build in bulk in 4 there's still-
"Yo buddy you are resistant to radiation! perhaps you could- " "ITS UR DESTINY TO DIE, GOOBYE"
What.[/QUOTE]
Also, the fate of the Enclave, which is built up as a hulking force of big concentrated power armored fuck-you, is decided in a single battle. Broken Steel actually makes it clear that the Enclave was far from dead after that, but the fact that in the vanilla game the Enclave literally just drops dead after getting slapped once is pretty stupid.
[editline]a[/editline]
Fallout 4's ending is lackluster due to the lack of epilogue and ending slides but as far as Bethesda's theme-park ride logic with writing goes, it actually goes somewhere and the outcome is logical in regard of what's been happening so far in the game. Fallout 3's original ending had glaring issues tied directly to the writing and its consistency with the game's events, which makes it a lot worse.
i'm giving DLCs a chance with hopes that the story will be less lackluster and will include the missing cut content (weapons quests building pieces etc) we've seen ingame and in the game files
[QUOTE=SonicHitman;49360699]i'm giving DLCs a chance with hopes that the story will be less lackluster and will include the missing cut content (weapons quests building pieces etc) we've seen ingame and in the game files[/QUOTE]
That's how Fallout 3 worked and it improved the game substantially so I'm expecting the same treatment.
[QUOTE=TheRealRudy;49360694]Oh no no, you do not get to pull that move. Even you know deep inside, despite how bad and non logical it was, even Fallout 3's ending is much better than that shit called Fallout 4's ending.[/QUOTE]
Saying Fallout 3's vanilla ending was better than Fallout 4's is too far.
I think a lot of the issues with the game's story is that Bethesda treats their games like they're theme park rides. The story is linear, the game's designed around looking interesting no matter where you look, and while it does make the game a blast to play, it tends to leave a sore aftertaste once you realize there isn't that much off the beaten path.
Moreover, Bethesda tends to tell their stories visually, rather than through characters. They spend considerably more time making the world and designing each aspect of it than they spend writing the characters who live in it.
In a similar light, the game offers a lot of freedom of movement, but not a lot of freedom when it comes to quests. People are frequently disappointed by Bethesda's Fallout games because they expect Bethesda to go for a widely different writing and design approach, something I'm not even sure they'd be able to do properly.
Why did I make this
[QUOTE]>I was only 237 years old
>I loved the Minutemen so much, I helped all the settlements and outposts
>I pray to George Washington every night, thanking him for the settlements that need my help
>"Minutemen are love," I say, "Minutemen are life."
>Paladin Danse hears me and calls me an insubordinate civilian
>I know he's just jealous of my devotion to the Commonwealth
> I call him a [sp]synth[/sp]
>He slaps me and sends me to Sanctuary Hills
>I'm crying now and my face hurts
>I lay in bed and it's really cold
>Suddenly a warmth is moving towards me
>It's Preston Garvey
>I'm so happy
>He whispers into my ear "I got another settlement that needs your help."
>He grabs me with his powerful hands and puts me down on my hands and knees
>I'm ready
>I spread my ass-cheeks for the Minutemen
>He penetrates my butthole
>It hurts so much but I do it for the Commonwealth
>I can feel my ass tearing as my eyes start to water
>I push against his force
>I want to please the Commonwealth
>He roars a mighty roar as he fills my butt with his radiant quests
>Paladin Danse walks in
>Preston Garvey looks him in the eyes and says "Be sure to offer help to anyone who needs it."
>Preston leaves through my window
>Minutemen are love, Minutemen are life.[/QUOTE]
That's a fucking nightmare fuel
[QUOTE=Crazy Knife;49360586]Question, does there exist a chinese assault rifle / ak mod to replace the ABSOLUTELY DISGUSTING assault rifle? I'm not sure what Bethesda was thinking. In fallout 3 the chinese ak was one of the coolest looking guns out there, shame they chose to change it.[/QUOTE]
Coolest? It's a design abomination. The stock looks cheap and weak while the wood grip is oversized and ridiculous. The original AK looks way better.
[QUOTE=Soriddo;49360779]Coolest? It's a design abomination. The stock looks cheap and weak while the wood grip is oversized and ridiculous. The original AK looks way better.[/QUOTE]
It's supposed to look like a cheap easily produced piece of trash.
Why do you keep missing the point of weapons in fallout games
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