Bethesda Game Studios made sure that even for melee players that
the game made opponents accessible even at distances that made no
sense at all.
Many in the community of players wanted better combat mechanics
and they got it.
Goal: Achieved!
On the antagonist side of things, there was a vocal part of the
Fallout player community that didn't want to see hide nor hair of the
Enclave, which had been the major antagonist group in Fallout 2, 3
and a remnant group (that the player could recruit to help) in FNV.
Still the Enclave had its West Coast base destroyed in FO2, it's East
Coast base destroyed in FO3, and FO4 being a decade later shouldn't
see much if any organized Enclave activity.
These players got their wish and got The Institute, instead.
Goal: Achieved!
Bethesda Game Studios and Bethesda Softworks (the actual company
made to own Bethesda Game Studios) did pay
attention to what modders were doing with FO3 and FNV. In
particular FNV was seeing entire revamps of the game to the point
where the base game wasn't even the main feature, and a new idea was
taking its place: resettling the wasteland. Mods that allowed
for boarded over homes to be re-opened, refurbished and then put on
the market for settlers appeared, as well as the ability to defend
and cultivate these areas against wasteland threats.
FO4 not only featured these exact, same elements, but they became
a core part of playing the game. In particular one faction, the
Minutemen, required that you spend most of your time doing this so
that the faction could grow larger over time. This is a theme
that starts to change the Fallout franchise as the timeline moves
past the post-apocalypse and gets into the post-post-apocalypse or
rebuilding phase of humanity. After 200+ years this is not
unreasonable for the game world, as such, which can't remain in the
unstable conditions of the post-apocalypse forever. The New
California Republic is expansionist (although we don't know what
happened after FNV it is likely they now have a new border), the rise
of Caesar's Legion (though likely not to outlast the man) shows that
even raiders and bandits can be organized although a new culture
wasn't established making them short-lived but on the cusp of
something enduring, and the Brotherhood of Steel's East Coast
Division had to deal with Project Purity and the opening of the
Brotherhood to new members, and reconciling the old Outcasts to bring
them back to the fold, meaning that the Brotherhood has a real
established base on the East Coast that can mount a major expedition
and support it. This is no longer just the post-apocalypse.
The Institute, no matter what path is chosen for it by the player
the organization will continue on its old ways of being insular,
doing what it wants, and not giving much of a damn for anyone else.
Culture inside The Institute doesn't change even when leadership
does...and that is if it survives FO4. As 3 out of 4 possible
outcomes sees The Institute destroyed, it is unlikely it survives the
return of the terror from the past known as the Sole Survivor... a
terror it had a hand in creating and forming by the actions The
Institute took. The Sole Survivor, however, remembers the
pre-Great War era as a living thing, and knows the process of how
things used to work, and where they failed. To succeed requires
a central culture that people understand and accept, and that means
building trust between people to form something coherent.
Of the endings the Minutemen ending features this (more or less), and
the various DLC add-ons (particularly Contraptions) now makes the
construction of equipment to turn raw materials into items on a
production line basis as a feature. Manufacturing is returning
to the wasteland and only stable communities can support them.
In making FO4 Bethesda Game Studios decided to move the time period of the
franchise forward and begin experimenting with many aspects of the
game. While much in the way of RPG mechanics were scrapped,
building mechanics replaced them. These could have blended very
well to allow the PC to choose different ways to recruit settlers or
give new opportunities to even the worst people of the wasteland to
lead a better, more productive live and better defend themselves
while doing it. Leadership roles is something that Bethesda
Game Studios just can't seem to figure out be it in The Elder Scrolls
franchise or FO4. Leaders have a lot to do, and can't be
adventuring all the time...that is the point of being a leader, after
all: you can start to DELEGATE tasks to people you recruit, train and
equip.
This was on no one's wish list so it wasn't a goal, as such.
But for understanding what it means to be a leader and building game
mechanics to move from RPG to factional leadership, Bethesda Game Studios
has failed. But to have the ideas of modders included, well that is an achievement and should point to a good direction for the franchise. That cannot be overlooked as a good thing.
Speaking of recruiting individuals to your cause...some time must
be spent on companions.
In FO3 and Skyrim the majority of companions were just fighting
followers with little to no backstory. Obsidian
understood that companions must have mechanics behind them and have a
backstory that they could present to the player over time. They
made that a feature in FNV and even had a couple of companions that
could understand the Karma the PC had built up and judge them on it.
You could have a recruitable companion that wouldn't join you because
you didn't meet their standards. Yup! That was refreshing
to see.
Skyrim from the TES franchise, had lackluster companions, except
for Serana from the Dawnguard DLC. The horrors she was put
through were something that made me sit up and take notice, and
understand just how the Lore played a major part in the lives of
everyday people. Yes you can do the DLC 'both ways', but the
redemption of Serana's humanity had a real and deep feeling to it
that is rare in RPGs of the modern era. Hell it was rare in
RPGs of the paper, pencil and dice era, and would take an extremely
skilled GM to pull it off. No, this is one of the few
characters that Bethesda Game Studios actually took time in looking
at and designing, and kudos to them.
The Fallout mod community had members that liked the idea of
companions with deep background to the point that they started making
up new companions that also had standards that the player had to
meet, and a few would even offer side-quest companion missions so
that the PC could get to know them better and learn more about them.
What that meant for gameplay is that players who got used to the
standard way of doing things in the wasteland would have to change
their priorities to take a liked companion into account. Over
time this could have a major impact on game play and what the player
would choose to do for the entire game. A well crafted NPC with
good mechanics behind it could sharply change the direction of a PC
and give the player new viewpoints on events as seen by an in-game
character that they could relate with.
FO4 took that to heart with a few of the companions in the game.
Cait, Nick Valentine, Strong, and CVRIE all had companion based
missions that were involved and involving, and often more compelling
than the overall main mission of the game. Finishing these
missions felt like a real, personal accomplishment far more
satisfying than the main mission of the game: there was a positive
influence that could be understood and achieved with great trial and
tribulation involved. The first time I got Cait's mission was
with a relatively low level character and it was no cakewalk but did
feel as if something real had been achieved for the PC and Cait.
Too bad Bethesda Game Studios didn't follow through on full
backgrounds and proclivities for the companions... Paladin Danse, in
particular, would follow the Codex for his interpersonal
relationships. Period. The Brotherhood has strong
feelings about these things and woe unto those who violate the
Codex. Thus the idea of all companions swinging both ways and
being OK with polyamory...well...work needs to be done on this human
relationship deal.
Still this was something that wasn't specifically asked for, but
the community did gripe about.
Goal: Not fully achieved, but way better than Skyrim (save Serana
from the Dawnguard DLC for Skyrim) and FO3.
These are the general pluses and good things that happened in
FO4. For the minimalist wish list deal, FO4 delivered, often in
spades. The good will bought by a stable game cannot be denied.
The next parts will have to be broken into smaller, more
manageable bits.
Doing a 'The Good, The Bad and The Ugly' sort of analysis isn't,
perhaps, the best way to review FO4, but what we have seen in the
game does break out into those categories and they are not short like
The Good. I may end up expanding on The Good, as well, but that
is a topic for another day.
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