Fallout 4

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Mar 24, 2011
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MAJOR EDIT ON 6/14/15

Well, what do you know? I was right about Fallout 4 mobile. What a night it's been, folks. Let's take this time to step back and take a look at everything we knew from the Fallout 4 announcement.

Some of this is opinionated on my part. I tried to keep as neutral of a viewpoint as possible.

CHANGES FROM FALLOUT 3/NEW VEGAS
  • Vault Boy is now animated.
  • VATS now does not freeze time. Time is very much slowed down, but not frozen. You have less time to calculate decisions.
  • The menu system appears to take up the whole of the screen.
  • Companions now have more direct command controls.

GOOD STUFF
  • The stat system did not suffer the same fate Skyrim's did, and appears to still maintain the more complex RPG roots of Fallout.
  • SPECIAL is still around.
  • Character creation is overhauled, taking a Sims 4-ish approach as opposed to sliders. It is also more dynamic in choosing your sex.
  • The prologue to the game takes place in the hours before the Great War.
  • Many theories about the trailer were true. Vault 111 appears to be a cryogenics Vault, with you being the only survivor.
  • Fallout 4 will have a second screen component with an app available for all iPhones and Android devices. A model Pip-Boy will be available to further this immersion.
  • Crafting has been overhauled.
  • The Rock-it returns.
  • There is no oppressive color filter.

NEUTRAL/OKAY STUFF
  • A Fallout game is coming to mobile, in which you build and manage a Vault. It is completely Free, with the only IAP being random loot boxes.
  • The player character is now fully voiced.
  • The HUD and UI of the game appear to be more flat.
  • The Pip-Boy redesign is canon and is explained.
  • At some point of the game, you appear to be able to call in Vertibirds with miniguns mounted on the side.
  • Many more little animations are in the HUD, mostly with XP gain and Vault Boy.
  • Akin to the New Vegas mod, Fallout 4 allows you to build and manage settlements, allowing room for houses, traders, and defense from attackers.

BAD STUFF
  • The shade of green used for text over the world felt a little hard to see at times.
  • The dialogue menu feels a lot more like Mass Effect or Dragon Age, but only with four options, slightly limiting dialogue.
  • During the demo, the dialogue menu seemed to flick back and forth between third- and first-person, throwing immersion into question.
  • No skill checks were presented dialogue-wise during the demo.
  • No traits/perks were showcased during the demo.
  • Focus on the second-screen component and the settler minigame could detract from main story focus.

If I missed anything or got anything wrong, send me a message! It's been a long night, folks, and I've got to sleep!

Voat.co version of this post.
 
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*gasps* *heart attack* *thud*....................*wakes up rapidly* the hype is real! My prayers have been answered!
 
MAJOR EDIT ON 6/14/15


BAD STUFF
  • No skill checks were presented dialogue-wise during the demo.
  • No traits/perks were showcased during the demo.

I don't think this is considered to be "bad stuff", just stuff that wasn't discussed. Perks and traits that can be used in the game are goign to be foreshadowed by the storyline, character, and style of play. If anything, they have worked on getting Fallout back to the skill/trait portion of the game that was effective in Fallout 2. Additionally, I can only imagine that they have worked on this if they tok the time to make the useless garbage that you find in the world (old books, toy cars, globes) and made them useful.
 
Looks like a Steaming Pile. Everything I love about Fallout is gone.

At least Underrail and Age of Decadence can fill the void in my heart for my desire for punishing, post-apocalyptic RPG's with actual choices made by the player that matters and a crushing atmosphere.
 
BAD STUFF
  • The shade of green used for text over the world felt a little hard to see at times.
  • The dialogue menu feels a lot more like Mass Effect or Dragon Age, but only with four options, slightly limiting dialogue.
  • During the demo, the dialogue menu seemed to flick back and forth between third- and first-person, throwing immersion into question.
  • No skill checks were presented dialogue-wise during the demo.
  • No traits/perks were showcased during the demo.
  • Focus on the second-screen component and the settler minigame could detract from main story focus.

If I missed anything or got anything wrong, send me a message! It's been a long night, folks, and I've got to sleep!

Voat.co version of this post.

He touched on most of these topics during the conference.

He even said for the dialogue if you don't want to listen, shoot them. Lmao, I believe its not as limited as you might think.

The demo was switching between first and third person on purpose, it was to show that you have full control. If you want the whole game in third person or first, then do it.

My opinion is the same as itsfulloftuna for the traits n' such.

If people wanna focus on the second screen or even being a settler, what's wrong with that?

Just my opinions on everything.
 
Looks like a Steaming Pile. Everything I love about Fallout is gone.

At least Underrail and Age of Decadence can fill the void in my heart for my desire for punishing, post-apocalyptic RPG's with actual choices made by the player that matters and a crushing atmosphere.
On mobile, so I'll make a more detailed post when I get home, but this is a huge judgment call to make when the game doesn't come out for five months, with very little being shown at E3.
 
He even said for the dialogue if you don't want to listen, shoot them.

I'm actually glad that they are working on the dialogue. Fallout 1 and 2 were very dialogue driven, using the VO'd interactions for the main, influential characters that would drive the story. Not to mention that the lesser known people's dialogue changed depending on your acceptance level for that faction.

It drove me nuts in FO3, for example, when you first encountered Megaton. Characters (excluding the Stranger, Moira, and the Sheriff) were overheard to say rude statements to you when you passed them, but exhibited a different demeanor when you talked to them. This, ironically, did not change regardless if you were idolized, accepted, neutral, hated, or vilified for that town.

Sure, we are talking about characters that have no bearing to the storyline, but it did not make the game flow properly. In FO1 and 2, if a town hated you, hell the shops wouldn't even sell to you.
 
I'm actually glad that they are working on the dialogue. Fallout 1 and 2 were very dialogue driven, using the VO'd interactions for the main, influential characters that would drive the story. Not to mention that the lesser known people's dialogue changed depending on your acceptance level for that faction.

It drove me nuts in FO3, for example, when you first encountered Megaton. Characters (excluding the Stranger, Moira, and the Sheriff) were overheard to say rude statements to you when you passed them, but exhibited a different demeanor when you talked to them. This, ironically, did not change regardless if you were idolized, accepted, neutral, hated, or vilified for that town.

Sure, we are talking about characters that have no bearing to the storyline, but it did not make the game flow properly. In FO1 and 2, if a town hated you, hell the shops wouldn't even sell to you.

Skyrim also had a similar problem. I don't know if Bethesda will bring a reputation system into 4, but I was glad to see it return in New Vegas. Again, we know very little.

In New Vegas, the Stats tab shows your reputation, but there appears to be no spot for it in the FO4 Pip-Boy.
 
In New Vegas, the Stats tab shows your reputation, but there appears to be no spot for it in the FO4 Pip-Boy.

I did notice that, actually. Which could mean a few things, not limited to:
1. The reputation system either being ripped completely from the game.
2. The quest or journey that you follow doesn't rely on your reputation, meaning that factions, clans, towns cannot be "shifted" towards/away from your favor. They are pre-programmed to show you a certain attitude.
3. They omitted this in the demo that Bethesda planned to show, or it was moved to a location inside the pipboy we did not see.

I have a feeling that it's number 3. I would hate to see that they designed FO4 without the Rep system. Considering that they did not discuss other portions of the game, they wanted to showcase the more important guts to FO4; the graphics, a teaser of the storyline, the vast open worldness (which is pretty much a requirement), and the new Sims-like tower defense minigame.

Here's a reference screenshot:
http://i1-news.softpedia-static.com...play-Videos-Stellar-Screenshots-484350-15.jpg
 
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