Things I want out of Fallout 4 (and any Bethesda RPG going forward, really):
No essential NPCs.
I hate immortal NPCs with a passion. It kills immersion and it takes away player choice. If I choose to kill a character and it breaks a quest, that's my fault or my intent. The game should be smart enough to work it's way around a key character dying and it would add to replayability.
Not being reliant on a quest marker.
I want the ability to play the game from start to finish without a quest marker. I don't mean a stupid toggle in the options menu, either. If an NPC gives me a quest, I should have all the information necessary to complete it (or take steps to completing it) without needing a quest marker. So pointless, empty dialog like "Talk to Bill in Port Wellington." won't do because it tells you jack shit. How about, "Talk to Bill in Port Wellington. If his out-of-control beard doesn't give him away the alcohol on his breath will." Now I'll have an idea of what he looks like and where he'll probably be, but I'll still have to search for him myself instead of following an arrow.
Diverse, complex quests.
Skyrim hooked me on the Bethesda formula but going backwards and playing Oblivion made me realize how dumbed down Skyrim's quest structure was. Going back further to Morrowind made it look even worse. I want Bethesda to return to form on this.
Things I want out of Fallout 4 (and any Bethesda RPG going forward, really):
No essential NPCs.
I hate immortal NPCs with a passion. It kills immersion and it takes away player choice. If I choose to kill a character and it breaks a quest, that's my fault or my intent. The game should be smart enough to work it's way around a key character dying and it would add to replayability.
I can see that for sidequests since the solution is simple, it would just lock you out of it, but how is that supposed to work for the main quest?
You really expect them to write new story branches to account for the death of every character that has a role in the story in case you kill it? What if you kill all of them?
1. Could be one that we acquire sometime through the story, I like it actually, sort of a ranch style home base with garage to give that perfect Frontier feeling
2. The flashback is guaranteed to be the opening and that baby will be important, probably the great-grandfather of the protagonist as the leak suggests
3. NCR or possibly Brotherhood have become a lot stronger in the commonwealth thanks to the technology hidden inside The Institute
4. Hopefully the game is essentially Old World Blues times 10
5. Our character may also be an android implanted with false mammaries
The scenes before the nukes detonated have to have been from the tutorial, right? Sure they could do a simulation again, but I doubt they'd just reuse that from 3.
Y'know what I'd like to see? A consequence for choosing every dialogue option when talking to a character. Imagine if mentioning your home base/workshop thing to a seemingly friendly NPC caused a group of raiders to attack it. Wouldn't that be great.
I can see that for sidequests since the solution is simple, it would just lock you out of it, but how is that supposed to work for the main quest? You really expect them to write new story branches to account for the death of every character that has a role in the story in case you kill it? What if you kill all of them?
I love branching story paths. I wouldn't expect them to branch at every character death but I would like actions to have consequences and events to mean something, especially if you take matters into your own hands. Take Skyrim's civil war questline. What if at some point I chose to just kill Ulfric Stormcloak? Maybe the rebellion would crumble at that point or maybe some other character will rise to take his place? Who knows because Ulfric is immortal.
Essential NPC's just feels like lazy and immersion-breaking design to me.
I hope there are some playable flashbacks to before the bombs dropped. Would love to get to interact in that world. Would give a sense of depth that will be new and fresh to the franchise.
Man why is the pc a vault dweller...isn't that played out? Don't have a ton of confidence in Bethesda handling lore and story stuff with a lot of grace.
Things I want out of Fallout 4 (and any Bethesda RPG going forward, really):
No essential NPCs.
I hate immortal NPCs with a passion. It kills immersion and it takes away player choice. If I choose to kill a character and it breaks a quest, that's my fault or my intent. The game should be smart enough to work it's way around a key character dying and it would add to replayability.
Not being reliant on a quest marker.
I want the ability to play the game from start to finish without a quest marker. I don't mean a stupid toggle in the options menu, either. If an NPC gives me a quest, I should have all the information necessary to complete it (or take steps to completing it) without needing a quest marker. So pointless, empty dialog like "Talk to Bill in Port Wellington." won't do because it tells you jack shit. How about, "Talk to Bill in Port Wellington. If his out-of-control beard doesn't give him away the alcohol on his breath will." Now I'll have an idea of what he looks like and where he'll probably be, but I'll still have to search for him myself instead of following an arrow.
Diverse, complex quests.
Skyrim hooked me on the Bethesda formula but going backwards and playing Oblivion made me realize how dumbed down Skyrim's quest structure was. Going back further to Morrowind made it look even worse. I want Bethesda to return to form on this.
Thank god for mods, then. I might see them get the last one, but that's it. Hopefully I can turn off quest markers day 1.
I don't particularly mind essential npc's. Beth wants to really tell their story. It goes against their whole sandbox-principle a bit, but I understand why they do it. Even Morrowind didn't have what you described with Ulfric: if an important NPC died you'd get a 'the thread of the prophecy has been severed'-message. New Vegas at least had some of this, but remedied it by making the final antagonist a character you've never met (Lanius/the NCR guy).
I'm just gonna dive right in and post my findings and speculations from the trailer. Keep in mind, most of this is just guesswork, and it should be clear by my writing what is and isn't.
Though it may be purely for cinematic purposes, the dog seems VERY familiar with this house. Maybe it somehow has a past with the family that lived there? It may have survived the 200 year interim between the Great War and the time the game takes place in cryosleep or something similar (this one's a longshot).
This scene is very interesting because we've never seen a player character have cinematic and contextual reactions to things like this in Bethesda games. In Fallout 3, you would have just been blinded a little and heard the character grunt, but now he's shielding his eyes, leaning away..
Again, this may be merely for cinematic purposes, but we see a third person view of the MC here. Could this imply the inclusion of cut-scenes that remove the player's POV from first person and have more "cinematic" camera movements?
Also of note is the structure on the horizon and the cityscape even further back. The closest structure I could find in real life near Boston is this watertower located in Middlesex Falls Reservation, just outside Boston.
What looks to be essentially a mini-Rivet City, here we have a dry-docked USS Constitution (A.K.A. "Old Ironsides"). It appears to be resting on a bank, and some sort of cylinder has been affixed to each side of it. These are possibly thrusters or engines of some sort.
This appears to be a shot of the inside of the city of Boston. We also see a man with a prosthetic/robotic arm. What significance, if any, this holds is unclear.
This shot confirms the return of the Super Mutants. One of them looks to be wearing armor. Based on the cage hanging in the tree, it looks like they may have set up camp nearby.
Wading through the sand in this shot we see a mirelurk, though it has a strange appearance to its head. This may be a mutated mirelurk (or just an odd angle).
In the background is a ship. This, in conjunction with the sand, leads me to believe that this is a dried up Boston harbor.
Deathclaws are returning (this appears to be an Alpha Male or a Legendary Deathclaw). The area it is roaming is in far worse shape than the rest of the trailer. This may be the immediate area in which the nuke we see at the end of the trailer struck.
These enemies appear to be feral ghouls, though if they are they have undergone a slight redesign. This scene also shows off the physics at place in the game well, as they knock carts and other items out of the way to reach the player.
Paul Revere's statue features prominently in this shot, though rather than being located in the middle of the Public Garden like in real life, it is placed closer to the Old North Church.
This shot is an excellent showcase for the game's depth of field effects, as well as possibly giving us a hint at a returning character. We can see a GNN sign in the street below, and this may have at some point been taken over by GNR and Three Dog, as the Capital Wasteland's GNN building was.
Here, we get a good look at what may be the Pip-boy 4000. It is noticably different from the 3000 as it sports a sleeker design and a redesigned button layout.
im predicting that most of the stuff that Obsidian introduced will be cut. Gun sights will probably be the only thing carried over.
The most obvious thing to happen with The Institute in the picture is probably that your player character is an android which will be the "surprise" twist. If that happens expecting Dragon Shout-type powers to be introduced once you discover the truth behind the memories of your past.
I can see that for sidequests since the solution is simple, it would just lock you out of it, but how is that supposed to work for the main quest?
You really expect them to write new story branches to account for the death of every character that has a role in the story in case you kill it? What if you kill all of them?
I hope there are some playable flashbacks to before the bombs dropped. Would love to get to interact in that world. Would give a sense of depth that will be new and fresh to the franchise.
Trailer was really difficult for me. Did not seem especially 'Fallout' and honestly showed little 'new'.
Did get the awkward sense we would be visiting more on the pre-nuclear stuff - as in quests where its very relevant which would suggest it maybe takes place sooner after the attacks than the other games.
I'm hoping for an advanced character creator, something like Mass Effect/Dragon Age's sliders. Being able to adjust body type and height would be cool too.
That'd be great, but it's honestly not such a big deal in a first-person game since you hardly ever see what your character looks like. When playing Fallout NV I was disappointed with the limited character creator and so I installed a mod that added some more hair styles and other options, but in the end it wasn't worth the hassle because of the first person view, hah.
Y'know what I'd like to see? A consequence for choosing every dialogue option when talking to a character. Imagine if mentioning your home base/workshop thing to a seemingly friendly NPC caused a group of raiders to attack it. Wouldn't that be great.
There's something like that in New Vegas, IIRC. If you talk too much to a certain NPC who is actually a spy/double agent (which you don't necessarily know, of course), you will tip him off, and it'll prevent you from catching the spy and interrupting his sabotage plan properly.
Yea that caught my eyes as well. Maybe memories of the time before the Great War will play a more important role than we expect. The Institute might have found a way to access memories or so?
The dude with the prostetic hand also does look like an Android to me, notice the eyes and his neck looks a little weird, too.
I honestly expect some crazy technology shenanigans because of the Institute.
Is this a T-45d series power armor? Usually we would get a new and sexy power armor to stick on the boxart of these games but it looks like Bethesda is just reusing the one from Fallout 3.
I'd like to see something drastically different thematically/gameplay-wise from FO3 and NV. Aesthetically, this looks like another FO3 expansion (which, despite,better writing, NV also felt like). The post-apocalyptic world frozen forever in the kitcschified 50s thing feels, on first blush, very stale. And you couldn't pick a city more similar to Washington DC than Boston. They need to shake up the formula. I'm not crazy about the elder scrolls, but morrowind, oblivion, and skyrim at least all have their own clear identities.
I wonder if rockets or space have any significance. In the before shot of the baby's room the wallpaper, carpet, blanket, and mobile all have a rocket design to them. Its most likely just a little detail but just thought that it might be worth pointing out.
another vault dweller is kind of played out imo. we've already had 2 games like that one that beth developed themselves, i hope they're creative about it.
Is this a T-45d series power armor? Usually we would get a new and sexy power armor to stick on the boxart of these games but it looks like Bethesda is just reusing the one from Fallout 3.
it appears to be the case, im really disappointed as well. just seems lazy, hopefully its not the flagship power armor for this game cause it just screams lazy :/
another vault dweller is kind of played out imo. we've already had 2 games like that one that beth developed themselves, i hope they're creative about it.
it appears to be the case, im really disappointed as well. just seems lazy, hopefully its not the flagship power armor for this game cause it just screams lazy :/
There is some speculation that there's are Super mutants wearing power armor but I feeling that we might actually get properly scaled power armour in a 3D Fallout. In the 2D games, power armour was at least a foot taller than the average human.
Vault Dweller works imo because he has almost no connections to the world outside of his vault. So he's a blank slate that you can color in through your choices and how you build the character.
Is this a T-45d series power armor? Usually we would get a new and sexy power armor to stick on the boxart of these games but it looks like Bethesda is just reusing the one from Fallout 3.
There is some speculation that there's are Super mutants wearing power armor but I feeling that we might actually get properly scaled power armour in a 3D Fallout. In the 2D games, power armour was at least a foot taller than the average human.
Vault Dweller works imo because he has almost no connections to the world outside of his vault. So he's a blank slate that you can color in through your choices and how you build the character.
well you won't be able to do that now regardless thanks to everyone wanting a voiced mc.
-_- please don't be fully voiced, just totally kills it for me. as a matter a fact, don't talk at all, just make grunts and stuff like in 3 and new vegas
You play fallout 2? Don't think interplays original intention was to have every game be about vault dwellers. I get that it's a good start as they know as little of the world as the player does but man it seems kinda uninspired.
I know people hear it all the time and it's annoying but man I think I trust obsidian a whole lot more when it comes to the direction of the world,lore and story.
You play fallout 2? Don't think interplays original intention was to have every game be about vault dwellers. I get that it's a good start as they know as little of the world as the player does but man it seems kinda uninspired.
New Vegas made the Courier, a guy or gal with already some experience in the wastes work so I don't know why Bethesda is falling for the same trappings again.
I'm just gonna dive right in and post my findings and speculations from the trailer. Keep in mind, most of this is just guesswork, and it should be clear by my writing what is and isn't.
Don't think the player character's beginnings really matter much. It's just a starting point. But that's just me.
This would be hard to do lore-wise since they're feared by a lot of people in the universe and it would require a mountain of extra dialogue, but being able to choose your race between human, ghoul or mutant would be sweet. That would actually have an effect on the game.
In Fallout 3, my only interaction with Dogmeat was to shoot him and eat his flesh. My hope is that will be my only interaction with this pooch as well.
Oh god no! They should bring back the New Vegas style of leveling...
Monsters act as gates and some are always stronger than others. Deathclaws should always be mini-boss fights
Bethesda used to be good at this. Morrowind had enemies that didn't spawn on the world until you reached certain levels and there were areas and dungeons that were immediately accessible early on but were full of enemies that would make short work out of you.
But then we got Oblivion: the game where all enemies got stronger as you did and random bandits would run around in glass armour in higher levels.
Why the FUCK did they choose Boston? What does it have that is substantially different from DC? A baseball stadium? A fucking Whitey Bulger securitron? More snow? Been waiting for this game for years and it's a geographical DLC to Fallout 2.
New Orleans, London, Miami, Seattle, fucking MOSCOW would have given some breadth and depth to the locales. Its like going from Kim Kardashian to Chloe Kardashian. What is the goddam difference? Horrible, and im not the complaining always negative type.
This shot confirms the return of the Super Mutants. One of them looks to be wearing armor. Based on the cage hanging in the tree, it looks like they may have set up camp nearby.
I thought that at first too but I don't really see anything beyond general body shape but that could be due to armor size, no? Seeing how they're showing off nearly every iconic FO creature or machine in this trailer, you're probably right though. I just didn't see anything in this particular frame that screamed "super mutant" to me.
edit: nvm. Grabbed that PNG and raised the levels. That guy in the back is green as fuck lol
So, what does everyone now think about that SandraReed supposed leak from a year ago? So far, some of it checks out.
It mentions a really cool feature - birds eye view, simular to FO 1/2/T.
I think this guy is a robot. Look at his eyes, his face and even his left hand looks robotic. Also when you look at his neck area it doesn't look human.
Man why is the pc a vault dweller...isn't that played out? Don't have a ton of confidence in Bethesda handling lore and story stuff with a lot of grace.
Yeah, that just feels like another lazy move on Bethesda's part just like the whole starting every TES game as a prisoner. Maybe it was intended to be a cool nod to past games, but I kinda just want something new.
I'm also really hoping we don't have to sit through another cinematic opening/origin story/tutorial like we did with Oblivion, Fallout 3, Skyrim. Those always made starting new games such a drag, and those scenes seem to age the fastest and look worse and worse on repeated playthroughs. Obsidian did a bit of a better job with New Vegas since you only really have to do the character creation bit before you're off and going, although an option to skip all the fluff would be nice.
New Vegas made the Courier, a guy or gal with already some experience in the wastes work so I don't know why Bethesda is falling for the same trappings again.
I agree. The courier allowed for a more of a backstory and customizable age. The courier knew somethings about the wastes. Where as the The Lone Wanderer you were forced to play as a 19 year old with no experience in the wasteland.
im totally cool with playing as a descendant, i however don't want to play as another vault dweller who grew up in one like 1 or 3. maybe if the vault has been opened for years and they just use the vault as a city or whatever where people can go in and out as they please or the idea where some folks are having where you're in stasis so you didn't actually grow up in the vault.
Would be surprised if Fenway wasn't in there somewhere, considering it is one of the more recognizable landmarks in Boston. Even if they don't refer to it by name, I'd be reasonably certain the likeness would be unmistakable.
Trying to think of what other landmarks would likely be present. Already seen what appears to be the USS Constitution, so Boston Harbor is likely. Would also suspect Boston Common, Faneuil Hall, Old North Church, possibly a couple of the museums (Boston Aquarium, Fine Arts, Science), maybe even the Garden. That would be pretty sweet, overrun with mutants and such.
I agree. The courier allowed for a more of a backstory and customizable age. The courier knew somethings about the wastes. Where as the The Lone Wanderer you were forced to play as a 19 year old with no experience in the wasteland.
Yup, I don't want a Vault Dweller back story. Also, I sure do hope they don't confine players to a male only character as the one leak suggested. But back to the Vault stuff, if the player is a Vault Dweller who lived in "Vault 111" what do you think the "twist/experiment" of the Vault will be?