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I'm Really Losing Interest - Is this game even worth finishing?


Nebrule

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That reminds me, whatever happened to the ending slides? Is their removal because we can now keep playing after the MQ? I rather liked them. Oh to radioactive oblivion with understatements, I REALLY LIKED knowing the fates of factions and people and...toasters.

 

And they could have left out the military/lawyer background. I don't remember it having any effect on the game.

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That reminds me, whatever happened to the ending slides? Is their removal because we can now keep playing after the MQ? I rather liked them. Oh to radioactive oblivion with understatements, I REALLY LIKED knowing the fates of factions and people and...toasters.

 

And they could have left out the military/lawyer background. I don't remember it having any effect on the game.

 

 

 

 

http://i.imgur.com/QmGQdf3.jpg

 

 

Edited by Athanasa
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The end sliders with fo4 is just odd. It like wanting puzzles in dungeons in an RP game.

 

They were in the last game since it pretty much "THE END", the finale. You know when a movie ends and it may tell you what happened to everyone in the movie?

 

The game is over when you done with the main quest and you can't keep on expect with DLC, that why they did it. Adding those while you still on adventure in fo4 is very out of place and just bad. Even with followers, since stuff may still happen with them after, plus you hardly changed the world.

 

That why fo4 MQ ending is more like a character development kind of thing instead. Which I think it a cool idea, but thanks to my weak memory, I don't even recall it it was bad, good or meh. I hardly recall what it looked like or what was said. But I know some are pissed about it because RP or and it was different.

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The end sliders with fo4 is just odd. It like wanting puzzles in dungeons in an RP game.

 

They were in the last game since it pretty much "THE END", the finale. You know when a movie ends and it may tell you what happened to everyone in the movie?

 

The game is over when you done with the main quest and you can't keep on expect with DLC, that why they did it. Adding those while you still on adventure in fo4 is very out of place and just bad. Even with followers, since stuff may still happen with them after, plus you hardly changed the world.

 

That why fo4 MQ ending is more like a character development kind of thing instead. Which I think it a cool idea, but thanks to my weak memory, I don't even recall it it was bad, good or meh. I hardly recall what it looked like or what was said. But I know some are pissed about it because RP or and it was different.

I was thinking stuff like,

 

Piper continued her journalistic career, focusing on corruption and bringing truths to light with the synthetic threat of the Institute gone. Off course, she was never one to miss joining Blue for a chance at a first hand story.

Read: Piper continues to write, but adventures with SS too.

 

 

 

With the loss of the Prydwen, ex-paladin Danse roamed the land seeking a reason for existence. Caravans share stories of a silent figure in power armour emerging from the midst to cut down raiders before leaving without a word.

 

 

Little things, changing slightly based on your faction choices and actions.

Edited by Athanasa
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Very cool, bit still doesn't work. After all, it like the ending of things.

 

We also have no idea what will dlc brings. Maybe we will get an ending silder with the last DLC? It seems more fitting.

It would be funny to force to main menu there.

Edited by Boombro
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An opportunity for a new thread with facetious / sarcastic ending slides (in the spoilers section) along the lines of:

 

In the years that followed the sole survivor wandered far and wide seeking someone to repair their ersatz offspring's dreadful programing glitches...

 

Or to cue up with one of the actual slides:

 

In the years that followed the sole survivor devoted vast effort in an attempt to make power armor that was bullet proof!

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yep i burnt out early, im waiting for hardcore mods and complete overhauls now. the main story is too short and not really that interesting, and other than that most side quests barely raise the interest for longer than 15 mins.. ive been quite disappointed to be honest

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I feel that the game is an endless raider killing spree (except when it's a mutant killing spree). I mean you can't walk two blocks without finding another bunch of enemies. Too many encounters, make encounters meaningless. I once saw a spot where there were raiders in one building, mutants in the building in front, and ghouls lying on the narrow road between them. I think there were also some dogs nearby. Now how did all these peeps coexist before I arrived?

 

This, this, all of this. Especially the bolded bit; I thought I was the only one who was really annoyed by this. It probably edges out "power armor everywhere!" and respawning enemies/loot as my main complaint about Fallout 4; unfortunately, the former issue is much more easily modded than the latter. I could at least overlook all of the other weird design choices of the game (Lack of Skills and Skill Checks, relative lack of mission variety, etc) if the world was more believable.

 

I know its a cliche, but I really think New Vegas did this so much better. Every baddy was in a place that made sense. No Deathclaws and Yao Guai in the middle of a city, no Sentry Bots wandering around in the woods, no major Gunner* base right outside one of two major settlements (looking at you, Mass Fusion). I can't remember if Fallout 3 was like this or not; if so, then I don't know whether that can be attributed to a Bethesda design choice or an inherent weakness of working in a compact urban environment like Boston and DC, as opposed to the mostly rural/wilderness New Vegas. Maybe if Boston were divided into different sections (northeast and southwest raider, southeast super mutant). Or maybe if Mass Fusion were in a different part of the map altogether....

 

*Gunners annoy me. They're reskinned raiders, nothing more, but they're supposedly this big threat.

 

I feel like there are too many locations with little real distinction between them. I would have much preferred fewer locations with greater depth to them (ala Vegas, don't shoot me).

Edited by SovietSailor
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Why it odd that there is animals in the city?

Animals will look for food anywhere they can, wolves in harsh winter raid villages, foxes wonder cities, it also very common to find bears looking in cars and houses.

 

One time a whale shark wonders into my country bay (that really rare,) because we had the food he wanted. It even makes more sense since the city is pretty much dead, thus another location whee animals live in like in woods or jungle.

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That why fo4 MQ ending is more like a character development kind of thing instead.

 

Which character, the sarcastic/maybe/no/yes one? Yes, plenty to develop there. :P On the whole, I think they are sliding Fallout towards the more open-ended, lack-of-closure kind of finale you get in TES. Or whatever, really. For me, it's one more morsel of charm that's been chopped off. This is despite the two endings you get - yes, they all boil down to two endings, not four, with the common element among three being the downfall of the Institute.

 

I think they absolutely need new ideas and fresher minds on their team because the lack of interesting quests + dependence on radiants (seriously thought they would try to improve their approach on this after the complaints of repetitiveness with Skyrim) - ah, there's no point so I'll stop here. I'd be looking forward to quest mods to fill the vacuum but the voiced protag makes it such an uphill task for many modders who want more than generic spliced responses.

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