I'm quite fond of the female MC's voice actually. Consider it a great addition even.While we're on this subject I find it very immersion breaking that they gave the character a voice. In games with silent protagonists the developers don't have to write dialogue reactions because the reaction effectively comes from you as a player. You read some twist plot point or see some new scary enemy and you react as the player. When the character is voiced and doesn't react to some extraordinary moment or plot reveal it breaks my immersion. They voiced a reaction to seeing the first rad roach but nothing when you find out the true nature of the vault you were just in from the terminals. You'd think the character would be a little surprised to find out it was just an experiment. Also, when they happen upon a firefight for the first time and just start shooting with no context or reaction.
The main problem I see with the opening is not even how fast everything is, it's that you're not a blank slate. In previous mainline/canon Fallout games you were always a blank slate for the player to fill in: In Fallout 1 you were a random inhabitant of Vault 13 without a relevant backstory, in Fallout 2 you were 'the Chosen One' simply because you won a lottery and the only backstory you had was that you were the grandkid of the main character from the first game, in Fallout 3 you obviously watched your character grow up and thus kind of created your own backstory and in New Vegas you're a courier with a non-disclosed past that you can fill in yourself.
In Fallout 4 however you play a guy/woman with a very pronounced past life. He/she has a spouse and a child, lives in a busy neighourhood, has studied, is a war veteran, etc. You have very little to project in the character yourself and even if you decide to go for a particular playthrough/build it ends up feeling out of place with the start of the game. Why would this guy/gal who was a perfectly normal, upstanding citizen before the war suddenly resort to murdering everybody and being a dick when he wakes up? Because it's a game and you can, but from a roleplaying and story perspective it makes very little sense.
My assumption was that the guy came to get you because he knew the bombs were imminent, not that it's some coincidence. I think at least one terminal implied that.
Bethesda could have made the character a blank slate or made the character someone with a clearly defined personality and backstory but instead, they did this bizarre merging of the two which is half-assed and makes no one happy. It's a very odd choice.
It really doesn't. You are for all intents and purposes, a blank slate. What happened before means very little considering what you're faced with now. I don't know why people are making this so hard for themselves to understand. You're now alone in a post-apocalyptic wasteland, forced to survive or die, kill or be killed. You're been royally screwed over, and had everything taken from you. Yet people are obsessing over 'but I was a nice guy!'?
Quirky in a good way, not a shitty one. People defending Bethesda and giving them a free pass are annoying as all hell.Fallout is known to be "quirky"
the opening is just this, getting everything over and done with fast to give the player the "open world" ASAP
I sometimes feel insane for thinking Bethesda RPGs are not only boring and silly, but just plain bad. Bad in almost every aspect. Obviously people adore them, but I just can't figure out why.
Improvement over Fallout 3, NV, and Skyrim.
Could not download quickstart mods fast enough
Why not just skip it entirely and just have the open world with minimal backstory? You could let people, I don't know, tell their own story and not have one foisted on them. Bethesda used to do this pretty well, pre-Oblivion. Hell, even Oblivion doesn't foist that much, and the ludonarrative dissonance of not following the main quest isn't as pronounced.Fallout is known to be "quirky"
the opening is just this, getting everything over and done with fast to give the player the "open world" ASAP
Several minutes later would still have to mean the bombs were literally in the air when the salesman calmly strode up to your door. If that's the case, well.... that's some commitment to the job. If I knew that nukes were currently airborne above my head, I don't think my priority would be getting that one last commission.
Honestly, the entire opening few hours is odd with all the points that OP made. This game is just so weird. Like they didn't bother to change the lock picking and hacking at all. They started production on this in 2009 so thats like 6 years and it looks and runs like garbage. It literally plays exactly like Fallout 3 and New Vegas. There is almost nothing new gameplay wise. The town building is chunky and seems shoehorned it because now-a-days base building is in almost every big game.
Before Bethesda picked up the license, Fallout games had strong, player-directed plots that were thematically coherent. And the setting actually hung together and made a modicum of sense.Yes, I couldn't agree more. Even waking up with the death of your spouse seemed very weak. If you're playing a Fallout 4 for the plot, you're doing it wrong.
In the bunker you are immediately rushed to some "deconatmination" chamber which turns out to be a cryogenic chamber (nobody told you because it's supposed to be a secret for some reason)
If you read the terminal logs in Vault 111, the overseer talks about persuading this "one family" to join the vault just in time. He also mentions that they were setting up the Vault beforehand, which implies they knew the nukes were coming. It also mentions how the entire settlement was employed by the vault, either as staff or as test subjects (or both? was the real experiment on the staff?), hence the proximity of the vault to Sanctuary Hills.
Did OP read the system logs inside the bunker?
(That at least covers why and how things happened to you and the reason for that bunker)
I took my time down there. Finding a hidden weapon, other things.
I found the opening to be predictable, but not weird or bad in any way.
While I agree that the game's initial premise has sizeable flaws, I'm surprised by the volume of the negative voices in this conversation. I hope people aren't backlashing crudely against the admittedly overly-fawning reviews.
Asides from the nitpicking in the OP, which I feel is excessive, let's talk about what makes the story strong or weak.
A lot of video game openings are structured such that if they didn't happen exactly the way they did, then the events of the game simply wouldn't happen. It's contrived but not exactly uncommon.
Why not just skip it entirely and just have the open world with minimal backstory? You could let people, I don't know, tell their own story and not have one foisted on them. Bethesda used to do this pretty well, pre-Oblivion. Hell, even Oblivion doesn't foist that much, and the ludonarrative dissonance of not following the main quest isn't as pronounced.
And some.people don't care about that. And that annoys me as a Fallout fan. The only modern Fallout game that did it right was NV. It also connected the story and world lore of the Fallout universe.Before Bethesda picked up the license, Fallout games had strong, player-directed plots that were thematically coherent. And the setting actually hung together and made a modicum of sense.
Please tell me there wasn't a key for the cryolator or something down there. Do I need to go back? I'll do it right now Damnit.
Bethesda games basically start with God Mode turned on these days. And you can see why that design philosophy has crept in from some of the responses in this thread: "I just want to get to the part where I'm a badass."Nitpicking is fun
Also I guess I'm the only one who has almost unlimited ammo for some reason? Like my minigun still has 300 shots, and I have well over 100 energy sells. And even more shotgun, 10mm and 0.308mm ammo
Also really did not like the opening. Both 3 and New Vegas handle their openings just fine - this was just all over the place. Getting power armor right from the start and fighting a deathclaw really rubbed me the wrong way, and I sort of don't like how easy it seems to be to get all sorts of zany weapons.
Anyone else notice how the map seems rather small? I get that in an open world it's not fun having large chunks of open space with nothing in it, but mashing everything into a condensed area isn't a great solution either.
I know i'll enjoy the game but I am somewhat baffled at the high reviews.
Yes, I couldn't agree more. Even waking up with the death of your spouse seemed very weak. If you're playing a Fallout 4 for the plot, you're doing it wrong.
Also killing a deathclaw at the beginning of the game LMAOBethesda games basically start with God Mode turned on these days. And you can see why that design philosophy has crept in from some of the responses in this thread: "I just want to get to the part where I'm a badass."
Hell, just thinking about how long it took to get Power Armor in Fallout 1 and 2 is making me laugh.
Honestly? After the length of time it took to be "free" in Fallout 3 I was quite happy to get through the entire opening of Fallout 4 in about 35 minutes. I don't care about whatever the latest claptrap main story is, I just wanna go out and explore and shoot stuff in the face. So for me I very much enjoyed the quick and to the point opening to Fallout 4.
I think some people would be happier if this was instead a visual novel instead of something you actually play and interact with.
Before Bethesda picked up the license, Fallout games had strong, player-directed plots that were thematically coherent. And the setting actually hung together and made a modicum of sense.
I sometimes feel insane for thinking Bethesda RPGs are not only boring and silly, but just plain bad. Bad in almost every aspect. Obviously people adore them, but I just can't figure out why.
Another thing I found weird: how did everyone died in the cryo except me, wife and son?
If you have a crazy amount of luck, know where you're going and want to ruin the game for yourself, getting a Power Armor in Fallout 2 doesn't take long at allHell, just thinking about how long it took to get Power Armor in Fallout 1 and 2 is making me laugh.
I mean, in Fallout 2 the first time you actually got a pistol was a power spike from kicking or spearing ants and scorpions, and that was an hour or two in.Also killing a deathclaw at the beginning of the game LMAO
Yeah, I thought about mentioning this, but it basically requires metagame knowledge and is impossible on a first playthrough.If you have a crazy amount of luck and wanted to ruin the game for yourself, getting a Power Armor in Fallout 2 didn't take long at all
Also killing a deathclaw at the beginning of the game LMAO