全 49 件のコメント

[–]Scholt78 41ポイント42ポイント  (7子コメント)

That kind of intro would have been freaking amazing! I had no problem with the actual beginning, but I thought it was kind of weird how you just instantly get power armor and a minigun for free.

[–]HashBrownThreesom 7ポイント8ポイント  (0子コメント)

But you only get one fuel cell and limited ammo.

[–]Merc_Mike 8ポイント9ポイント  (5子コメント)

It throws me off because I know...from playing these games, i won't see 5.56mm ammo for awhile if I use the mini gun too much. I just wounded up saving it...and used a crowbar/handgun..

Like cmon...I felt like Aliens: Colonial Marines. They fucked teased you with the smart gun in the story mode. you got maybe/if that, 5 minutes of smart gun usage and it was done.

Also, you don't see power armor in any of these games till mad late. The fact they tossed it at me early made me paranoid. I think I depend on the armor way too much...my first play through I was afraid to walk outside main cities with out it thinking "Deathclaw this early...what the hell they gonna throw at me after while I'm questing? Is this gonna get harder?" Like New Vegas was with cazadores and death claws early as hell...

[–]TheOriginalGarryWelcome Home 4ポイント5ポイント  (4子コメント)

You could find deathclaws fairly early on as well. Sometimes they'll be a random spawn somewhere and I know for a fact there's always one in this pit you have to go into for a quest from Bunker Hill.

[–]Merc_Mike 4ポイント5ポイント  (0子コメント)

Also the rooftop in the middle of lexington. it crawls up the side of the building. Yea...that shit scared the bejeeZus out of me. I had been over encumbered looting bodies. Low on stims fighting mutants and raiders.

Thinking "I hit this rooftop I can drop some ish and fast travel. Let me just find a chest to drop stuff in..." -crumbling noise...roar- WHAT THE FU..."

-Vats Alpha Deathclaw Skull Emblem-

USE ALL THE AMMO.

[–]Merc_Mike 3ポイント4ポイント  (2子コメント)

F3 took a while before you hit a deathclaw and get any sort of power armor. But New Vegas was almost right out the main city in the Construction site. If you tried to go north from the beginning city you hit Cazadores...like wtf...

Fallout 4 really wasn't THAT scary, it's just previous games made me feel that way. The Deathclaws are push overs for the most part in 4. But having that Power Armor that early made me feel like that's the only way you can fight a deathclaw. They did a good job scaring me for 30 levels on my first play through before I realized it's not that bad. Making me feel like that armor needed to be on at all times except inside cities and MOST buildings (I know the Museum mission and the egg).

[–]rynosaur94 3ポイント4ポイント  (1子コメント)

That's because in New Vegas the world doesn't care about you. You are just another courier, until you've earned the right to be feared yourself.

In Bethesda's games, too often does the world bend to the player character. Level scaled encounters are the worst and most visible of this.

[–]iMogwai- Wazer Wifleman of the Wastes 95ポイント96ポイント  (3子コメント)

I think Fallout 4 had the same problem as Fallout 3, they introduce you to a character and then almost immediately separate you from them and expect you to care enough to go chasing after them merely because they're related to your character.

I get that they want to throw you into the open world as soon as possible, that's fair enough, but in that case maybe they should go for a less dramatic opening to the main quest. Let the main quest get exciting when the player gets into it, because if you're told your son has been kidnapped and then you run off to do pretty much everything but search for him, well, it's silly and kind of immersion breaking.

[–]ACrusaderA 59ポイント60ポイント  (1子コメント)

The difference being that you kind of had a reason to chase your father.

You get tidbits that your father was involved in something all secret-agent-like.

With Fallout 4 It's like "oh well, I lost my newborn son. Best shack up with someone tolerable and replace him."

[–]misterjtaWelcome Home -1ポイント0ポイント  (0子コメント)

The difference being that you kind of had a reason to chase your father.

With Fallout 4 It's like "oh well, I lost my newborn son. Best shack up with someone tolerable and replace him."

I don't get this at all.

I was fucking furious when Nate got shot. Beyond livid. I remember I was mashing E just in case I could somehow pop the chamber open like you can in some of the CoD MW cutscenes.

Oh sure, it was a bit disconcerting in FO3 when dad fled and Vault 101 went to Hell, but I didn't feel compelled to find him. Compared to saving my own kid from being kidnapped by brutal killers, no other main quest hook in Fallout has had me buy in so hard.

Find Dad? Sure, I guess because I'll be in shit if I stay. Get Benny? Seems dumb when he thinks I'm dead, but whatever. Save the village? I'd care more about that if we've didn't live in the shadow of a fucking Murder Temple but yeah, okay. Save the Vault? Makes sense, it's where I live. But watch my partner get murdered and my son stolen right before my eyes? I don't care how fucking slim the chances are, I'm gonna put this right if it fucking kills me.

Sure, I went off and did sidequests and got my perks up and made allies, but it was all for that one burning goal. I had to save Shaun.

In Fallout 4, I hated the Institute beyond all rational belief, I was determined to find Shaun and get him back and destroy those fuckers for what they'd done to my family... And then when I found him I had no idea what to do for the best any more.

I always find it a bit surprising when I realise there's people that genuinely didn't care about that. I can't think what more visceral hook they could have used than "your husband's dead and they stole your baby. You're the only one who can get him back".

But, I was playing as female, which possibly makes a difference? And I actually have a kid, and I don't know if that makes a difference or not, but I wonder if it makes it easier to to empathise with that horror when you're pounding on the cryopod door and Kellog leers in at you before they walk off and take your baby into God knows what kind of world.

[–]nicoleee180 16ポイント17ポイント  (0子コメント)

For me it's that I'm expected to care about a baby when I'm just really not interested in babies. I'd at least rather choose to go after them for killing my husband since that's something I'd actually care about it real life

[–]SmallBirb 45ポイント46ポイント  (8子コメント)

Because FO4 completely stripped the 'RPG' part of the game down to "Do this quest or don't do it." The only big decision you make that actually affects gameplay is what big faction you side with. Thanks Bethesda.

[–]RecoveredThrowAway21 5ポイント6ポイント  (0子コメント)

I choose nobody... Like my lover, Cait, said to that punkass 'Danse', "I think we're doing just fine on our own"...

[–]Illogical_BloxTunnel Snakes 3ポイント4ポイント  (6子コメント)

Couldn't you say the same of New Vegas? There aren't that many big decisions you can make that genuinely affect gameplay in a meaningful way.

[–]therealyesmanthe real yes man willing to asisto fisto 10ポイント11ポイント  (2子コメント)

Well in New Vegas there were an evil faction, neutral faction, somewhat good faction, and then there is YOUR faction, which you can make either evil or good.

[–]YokhenS:3, P:8, E:3, C:1, I:4, A:7, L:2 6ポイント7ポイント  (1子コメント)

Also there are the multiple ways to end the main quest, each of which is affected by how you play the game, so /u/Illogical_Blox 's argument is not so true.

[–]golson3 0ポイント1ポイント  (0子コメント)

Hell, there are multiple ways to end most quests.

[–]rynosaur94 2ポイント3ポイント  (0子コメント)

Think about the first quest in New Vegas. It has two sides to join, Goodsprings or the Powder Gangers. It has several ways to use your skills to help you, depending on your playstyle.

The first quest of Fallout 4 has NONE of that.

[–]MagnetWaspIn the Basement of my Head 1ポイント2ポイント  (0子コメント)

Yeah, but Fallout 4 shouldn't need that many of them either. If there's too many of these big, game-altering decisions, a large portion of the game content will be unavailable to anyone who doesn't want to have several playthroughs. Having three major factions (I refuse to call the Minutemen major) was adequate in terms of that. Just like with the NCR, Legion and House fork in New Vegas. They did have the ending slides to show the impact of player decisions though, but it seems to be that most people prefer the game not to end, and you can't really have it both ways. Personally, I would have preferred the former though.

Having choices for how to resolve quests beyond the use of persuasion would have been nice though. Real dialogue options as well. Not to mention stuff like having no clear direction in a quest, like when you search for clues as to who sold Boone's wife.

[–]Syn7axErrorWelcome Home 0ポイント1ポイント  (0子コメント)

There are, but beyond that, there are lots of little decisions everywhere. They lead to different paths, weapons, etc.

[–]RobcofounderSince 2042 21ポイント22ポイント  (4子コメント)

I feel like Bethesda whole attitude for this game was, "here is a story, play it or mods will fix it"

But you know, "it just works"

[–]Cereborn[Science 10/100] KILL THEM! WITH SCIENCE!!! 17ポイント18ポイント  (2子コメント)

I think back to a year ago when I was soooooooo excited about this game coming out.

Now I just sigh.

[–]laffingbomb 14ポイント15ポイント  (1子コメント)

I was so excited for an immersive story like in New Vegas but with super sick gunplay and customizable weapons and armor. But all we got was the second part - it was awesome, but shallow once you realize you aren't building towards much.

[–]marsneedstowels 2ポイント3ポイント  (0子コメント)

I feel like when you finally get to the Institute and discover the twist in the story, the game pretty much gives you leave to do whatever you want. Any of your actions after that could very well be justified or at least understood. Even if they were to just wander aimlessly or kill everyone in your path. Before that I had difficulty straying from the immediacy of my task.

[–]jianthekorean 0ポイント1ポイント  (0子コメント)

I'm still waiting for this. I'm looking for a mod that presents you with multiple story lines before the game officially starts. I can't remember which Fallout it was, but one of them had it to where you could choose from like eight different story lines.

[–]Philip_Raven 4ポイント5ポイント  (0子コメント)

I agree that pacing is little wonky with this game..altho you can easily ignore minutemen for the whole playthrough.. Is kinda silly to give you a power armour in first 30 minutes of the game and give you way to brute force your way to any dungeon while severely underleveled

Story is kinda interesting for the first time, then it's just...meh

[–]ShadowroxasF-U-N, Fun! 2ポイント3ポイント  (0子コメント)

Reading that got me excited for a game we don't have. Don't get me wrong I love 4 for what it is, but damn that would have been a better opening. Personally, I could totally see Piper being the one buying you and having some dialog exchanges about it later in the game that still suit her character.

[–]leondrias[🍰] 2ポイント3ポイント  (0子コメント)

You've got a nice idea for an alternate opening, but I think the big issues with it are that (A) it would be even longer than the current intro (at least with the Minuteman quest you have the option to just ignore Concord entirely and go straight to Diamond City), (B) it would require a completely different plotline that ties the slavers in somehow (how did they get access to Vault 111? how does this tie into the Institute?), and (C) it would honestly be a little too much like the Skyrim opening with the whole forced-cutscene you're-a-prisoner-now thing.

That said, with some tweaks I'd actually be really excited to see something like that in a future Fallout game.

[–]gebruiker02 6ポイント7ポイント  (5子コメント)

That's why I really like New Vegas (here we go again..).

You wake up and after leaving the doc's house you already got freedom and choices. You poke arround in town to get some answers, get a nice tutorial quest to get you started. Already in this tutorial quest you can encounter a the dude that tries to lure you into a trap. Then back in the town you get another bunch of options when a powder ganger appears at the bar.

Having that said, Fallout 4 plays really amazing in the beginning. I really loved it, even though not having much choices. The story actually starts really nice, they could't had done it better. Until the point OP mention where he reach Preston and basically is forced into linear path.

[–]Merc_Mike 2ポイント3ポイント  (3子コメント)

How I dealt with it: This is a wasteland. I'm gonna need a supply train/place to stash my shit... I'm gonna use these guys like I did F3/NV. They will buy my crap and help me get stronger to progress the story/find my son's kidnapper. I really didn't care about Shawn to be honest.. I cared more they killed my wife so fucking early after I spent like 1-2hrs making her...UGH...

I love this game btw...Curie replaced her...so I'm good.

[–]gebruiker02 2ポイント3ポイント  (2子コメント)

I get what you are saying but it's more about the options being presented.

NV is like help/use them, help the other party, try to make it work for both, ignore them. Then even the option you pick has a couple of sub-options.

Fo4 is help/use them or you do nothing/shoot them. Making the roleplay a lot more limited.

[–]Merc_Mike -1ポイント0ポイント  (1子コメント)

It was but this was their break through fallout for next gen. I know they could have done better. But honestly I'm glad this game came out.

I like 4. Its 3 meets Skyrim. I'm one of few who didn't like how wonky and bugged New Vegas was. I played every faction in Vegas, I did all the endings. Couldn't bring myself to 100% it. 4 I'm still jamming on and loving it. The immersion is kind of broken due to lack of choices but it's not game breaking for me.

haven't played Nuka World yet. Beat Far harbor and I'm enjoying the settlement building. Just got into the Automatron DLC. I took a break from F4 cause I had to move and deal with finding a new job.

I'm hearing we get to not be with Minute Men any longer in Nuka World? I hope so...I don't really care for them. Only one I like is the Mechanic dude. Rest of them are annoying.

[–]gebruiker02 1ポイント2ポイント  (0子コメント)

I don't know why you got downvoted so much. NV was far from perfect in terms of gameplay at least. So I can fully understand how one might prefer Fallout 4 since it plays much smoother.

As for Nuka World, basically your character will be "evil" if you want to enjoy it. It's a bit ackward situation, I stopped playing after I finished Nuka World so I don't really know if the Minutemen are actually against me now (even after killing a lot of them, I think you can still go to Santuary like nothing happened).

[–]leondrias[🍰] 0ポイント1ポイント  (0子コメント)

Isn't that pretty similar to Fallout 4's opening, though? You're not required to do Preston's quest, much like how you're not required to do the tutorial quest or Ghost Town Gunfight before leaving down the road.

[–]rafmanbeginsThe Bastard in The Checkered White Suit[S] 4ポイント5ポイント  (0子コメント)

You know what? I'd actually love to make a mod with this sort of premise, maybe this could follow a new protag.

I have no clue on how to mod however, I am a Copywriter by trade and could easily come up with an engaging story with interesting characters that remains lore friendly.

[–]dewainarfalas 1ポイント2ポイント  (0子コメント)

Now i need that kind of mod to play this game ever again.

[–]arsrx 1ポイント2ポイント  (0子コメント)

my problem with the beginning is it's unskipable lol

[–]TheOriginalGarryWelcome Home 1ポイント2ポイント  (2子コメント)

Something a lot of people seem to forget is that you could simply walk away. That's you saying no (though sometimes that doesn't work!). You could branch out and go directly to Vault 114 after coming out of Vault 111 and the main quest will progress just fine. You could reject helping Preston while avoiding Power Armor and avoid a fight with a Deathclaw. Being able to side with the raiders would've been nice, however. I think why this isn't an option is because Preston's Minute Men can be used as an end game faction to side with, though Bethesda shouldn't be afraid about blocking players based on what they do in game.

I also like to think there's two reasons we get PA so early. In Fallout 3, you could spend days playing the game and not be anywhere near being able to wear power armor because it used to be only obtainable by following the main quest (until Operation Anchorage came out of course). There is a glitch in the way a section of DC is made, however, letting you walk off map and through the DC ruins entirety and giving you access to the Citadel very early on. It doesn't even alter the main quest if you do it right. Or you could just go directly to Vault 112 after starting the game and continuing on from there.

In New Vegas, you had to go through and complete a very long and tedious quest to even join the Brotherhood, involving going everywhere across the Mojave, back to base, then back out many times, and then traveling up a very dangerous mountain full of Nightkin and Super Mutants to be given the actual perk to use power armor. There's no way to really skip doing the quests, just shorten one section of it. By the time you're actually able to get power armor training, you're essentially a god among men with nothing but a swarm of high level enemies able to kill you.

You'd be able to do a quest for Arcade Gannon in New Vegas to get power armor training as well, but getting access to the quest requires you to be late in the main quest and have gained Arcade's favor.

It's always been a grind to get and use Power Armor. I feel by going through and just getting it early on, Bethesda negates the grind and follows the original games a bit closer, where you never needed a special perk to be able to wear power armor. Hell, in Fallout 2, you could leave after the tutorial and immediately go get one of the best power armors in the game if you knew where to go.

All I really have to say about the beginning is that your idea is cool, though either the checks done would leave the other slavers to simply kill you instead. I think it might have been cool if the entire section between the time you get frozen and the time you wake up for the second time was cut and moved to different parts in the story, where you piece together and interpret what happened to your spouse and child. You could have an effect on the story and your character and Beth could have kept their story largely intact.

[–]rafmanbeginsThe Bastard in The Checkered White Suit[S] 0ポイント1ポイント  (1子コメント)

Walking away from a quest is really lazy though. The option to just not do it applies to everything. Traditionally fallout had numerous ways to tackle quests. While 4 seems to have a hard on for doing it the Bethesda way.

[–]TheOriginalGarryWelcome Home 0ポイント1ポイント  (0子コメント)

It is a bad way to present quests, though I think they do it so people don't have to miss out on quests they can't do if players go with certain routes. I really wish Bethesda wasn't so scared of letting players figure stuff out on their own. I have read comments of complaints about Beth not giving players enough info on how to actually play though, so I guess it's a double edged sword for some.

[–]GoonFromGoonsville 1ポイント2ポイント  (0子コメント)

Aww man reading this post makes me upset that we didn't get something like this in the actual game, but instead we got mediocre.

[–]Stalgrim 1ポイント2ポイント  (1子コメント)

Which is why I love NV so much, the opening actually gives you some feeling of wanting to accomplish a goal. Find the people who tried to kill you, get your chip back and then make actual choices. It's the classic DM play from DnD, you take a players items and they'll go through hell to get what's perceived to be theirs back. It's the difference between WANTING to do something and HAVING to, because it's in your quest log. A great game makes you want to accomplish the goals the developers have set.

I feel this is a problem of story writers coming from a literary background and not a video game/interactive entertainment one. You can't just expect me to play your game because you wrote your story, I want to play a game because I want to play a game, not read a book. If I wanted to read a book I'd read a book. I've already invested my money in your product, but you have to make me want to invest my time in it, which is really, in my opinion, much harder. There's a continuing investment there.

Edit: One more thing, in a video game, unless it's done AMAZINGLY WELL I feel the story is just a tie that binds the gameplay together and helps move the player forward, it's not an end in itself, it's a means to an end. That's something I think doesn't translate well to the video game format, story telling. Sure there's a lot of emotion in the first 5-10 minutes of Fallout 4, but that would be probably a chapter in a story that would probably take an hour to go through, not the 10 minutes I wait to just get into the actual game.

[–]CatatafishI survived 2299! 0ポイント1ポイント  (0子コメント)

Just get Fallout Frost and you don't have worry about any of this. Takes place in 2081. 5 years after RIP-Day.

[–]Upvote_I_will 0ポイント1ポイント  (0子コメント)

I would like some more choices at the start (the whole game actually), but this scenaro would look too much like skyrim for me. Pacing is indeed way off, they should have put an option in game to let preston get to sanctuary and they should skip the powerarmor/deathclaw part.

[–]wet_flaps 0ポイント1ポイント  (0子コメント)

This is why New Vegas has so much replayability for me. 4 locks you in from the start, and no matter how you want to play it, you end up with the same character – it's not an RPG, but has the guise of one.

[–]tarnishedkara 0ポイント1ポイント  (1子コメント)

Well let me ask you this. You ask what the point of it is? Where is the decision making? So I ask what is the point of the slavers beginning?

You get woken up by them, they attempt to enslave you, you free yourself. Then what? You go about the game as normal? All youre basically doing is changing the first hour? of the game from going from the vault to concord to diamond city, to going from the vault to a slaver camp to diamond city, with a little s.p.e.c.i.a.l thrown in.

[–]rafmanbeginsThe Bastard in The Checkered White Suit[S] 1ポイント2ポイント  (0子コメント)

The point is having a beginning that's actually fun and engaging as opposed to COD: Fallout Warfare

There are so many things I would love to change in the structure and plot of the main campaign. But as I said I'm only focusing on the intro