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Pathetic is the best way to describe F4 DLC


nightinglae850

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Except Skyrim is a Bethesda title, as is Oblivion, and they have a ton of story content, good bad or otherwise. FO4 is lacking severely in this department.

 

 

That is patently false. Your line of argument is severely lacking. FO4 has more lines of dialogue than any previous Bethesda game, more quests, more random chatter. That is a proven fact, go count the assets in the files. It's nostalgia tricking you. Morrowind was not the best game ever made. It was great in 2002, but every successive game was better than the previous.

 

Also a good RPG game is not defined by whether you can talk the final boss into becoming a vegan, and it is also not defined by the amount of mushroom trees in the map, like the Morrowind fetishist religious rpg police want us to believe.

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Except Skyrim is a Bethesda title, as is Oblivion, and they have a ton of story content, good bad or otherwise. FO4 is lacking severely in this department.

 

 

FO4 has more lines of dialogue than any previous Bethesda game, more quests, more random chatter.

 

I believe repeating "Another settlement has sent word that they need our help. I'll mark it on your map." a thousand times only counts as one line of dialogue and only as one quest....but i might be wrong.

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Except Skyrim is a Bethesda title, as is Oblivion, and they have a ton of story content, good bad or otherwise. FO4 is lacking severely in this department.

 

 

FO4 has more lines of dialogue than any previous Bethesda game, more quests, more random chatter.

 

I believe repeating "Another settlement has sent word that they need our help. I'll mark it on your map." a thousand times only counts as one line of dialogue and only as one quest....but i might be wrong.

 

Open the game files, then count the amount of unique dialogue. This is not something you can argue, it is hard numbers you count. Fallout 4 has more of everything than any previous game

Edited by lelcat
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Except Skyrim is a Bethesda title, as is Oblivion, and they have a ton of story content, good bad or otherwise. FO4 is lacking severely in this department.

 

 

That is patently false. Your line of argument is severely lacking. FO4 has more lines of dialogue than any previous Bethesda game, more quests, more random chatter. That is a proven fact, go count the assets in the files. It's nostalgia tricking you. Morrowind was not the best game ever made. It was great in 2002, but every successive game was better than the previous.

 

Also a good RPG game is not defined by whether you can talk the final boss into becoming a vegan, and it is also not defined by the amount of mushroom trees in the map, like the Morrowind fetishist religious rpg police want us to believe.

 

 

Lines of dialogue mean nothing if that dialogue isn't there to offer you choices or reads like a child wrote it, Bethesda make no effort when it comes to writing, they really need to rehire Michael Kirkbride, compare Mankar Camoran's dialogue in Oblivion to the rest of the game and games that have followed.

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Morrowind was not the best game ever made. It was great in 2002, but every successive game was better than the previous.

 

 

 

Morrowind was ground breaking because the concept was novel. The problem with Bethesda is that they don't build on that. As far as consequences, real choices and a reactive world is concerned, we are still playing Morrowind with some new shiny window dressings.

 

Which is perfectly fine, since Beth always provided sand boxes for modders to build in. I didn't expect this to be the next great novel, as far as story is concerned. But I admit to being disappointed by the world still not reacting to who you are and what you did.

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I was happy that the DLC at least made an effort to build upon the story structure of the base game. Take Automatron for instance, while it could be considered a puny DLC I found the player interactions with ADA and the Mechanist to be quite nuanced. With ADA, you briefly dealt with the concept of a personality and what that means to a partially self-aware machine. With the Mechanist you dealt with the idea of forgiveness in the face of a terrible mistake made with good intentions. You even got another chance to be the Silver Shroud, and to avoid the final boss fight entirely with some smart ingenuity.

 

In Far Harbor, you dealt with important concepts of morality in the face of the survival of entire communities with differing ideals. What would you really do to achieve peace in such a world as this?

 

I hope that while Nuka-World is fun that it also touches upon the moral issues involved in the area and presents players with a choices as to how they may factor into the area. Are these raiders irredeemable? If they can be redeemed, what would you be willing to do for such a goal?

Edited by CyrusAmell
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