Even then honestly, Mass Effect came our in 2007, Fallout 4 was 2015. Mass Effect was about a specific character that yes you were supposed to be able to shape and mold, but the expectation that the Fallout series had built up was for you to be basically anyone. And to my recollection 4 did nothing to temper that expectation going in with their new dialogue system and voiced protagonist.
It’s a shame that Fallout 4 really locked you into a character with a pre-written name, a fairly detailed backstory, and dialog (both the actual words and the voice delivery) that gave a sense of laser focused motivation. I felt absolutely nothing for Shaun, and therefore the entire main quest was a chore.
It would have been so easy to just have some plot other than getting Shaun back. Removing that as motivation and removing some of the player character backstory would open things up for players.
My first play through, the first thing I did when I got to the institute was shoot him in the face.
Imagine my surprise when the quest log immediately spoils the reveal that I didn’t even get to, as if i had done at least another hour of gameplay and politely told my son to pound sand.
I guess Bethesda never expected players to immediately kill the NPC that at that point your character thought stole your baby for some reason?
The dialogue UI and the fact they introduced random checks for some of the options (that you could just cheese by reloading) are such obvious issues too.
Right? So-called “Cinematic Dialogue System”
The Dialogue:
Except on few occasions, I felt the same with Mass Effect:
a) [PARAGON] space hero response. b) [RENEGADE] asshole space hero response. c) (broods).
Even worse it locked you out of responses unless you picked red or blue always. Idk it annoyed me, playing chaotic neutral.
Even then honestly, Mass Effect came our in 2007, Fallout 4 was 2015. Mass Effect was about a specific character that yes you were supposed to be able to shape and mold, but the expectation that the Fallout series had built up was for you to be basically anyone. And to my recollection 4 did nothing to temper that expectation going in with their new dialogue system and voiced protagonist.
It’s a shame that Fallout 4 really locked you into a character with a pre-written name, a fairly detailed backstory, and dialog (both the actual words and the voice delivery) that gave a sense of laser focused motivation. I felt absolutely nothing for Shaun, and therefore the entire main quest was a chore.
It would have been so easy to just have some plot other than getting Shaun back. Removing that as motivation and removing some of the player character backstory would open things up for players.
Doesnt help we already did the same basic plot in Fallout 3.
Yeah, as soon as they kidnapped the baby I thought, “he’s going to be dead, or come back as the bad guy”
My first play through, the first thing I did when I got to the institute was shoot him in the face.
Imagine my surprise when the quest log immediately spoils the reveal that I didn’t even get to, as if i had done at least another hour of gameplay and politely told my son to pound sand.
I guess Bethesda never expected players to immediately kill the NPC that at that point your character thought stole your baby for some reason?
The dialogue UI and the fact they introduced random checks for some of the options (that you could just cheese by reloading) are such obvious issues too.
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