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Evaluating Fallout 4- An analysis on the game's story, mechanics and structure

May 30, 2021
The date was November 9, 2015 and there was only one thought that kept running through my mind all day Fallout 4 One more day until Fallout 4. I had the day off from work I had the

game

preloaded on my PC I was ready to fall in love with Fallout all over again, it was the first time I'd felt so excited about a

game

releasing since Mass Effect 3. When the day finally came, I played and played and played Fallout 4. I had absolutely no doubt that I would beat the the game gets all the achievements and explores everything I could except I didn't play 106 hours of

fallout

4 but I didn't beat it I bought the dlc but I didn't play it and I was never really mad at I'm just bored now for most people , myself included, if you told them you played a game for over 100 hours, they would probably say you got your money's worth.
evaluating fallout 4  an analysis on the game s story mechanics and structure
I mean, it makes sense that there are games I paid $60 for. I played for 20 hours and I think I got my money's worth out of them, but something in me that never bothered to complete the main

story

to abandon the game completely with no further interest in the DLC and stop my quest for achievements tells me that there is something. More on this which I haven't really gone into with a discerning eye, of course, I noticed that most people considered the main

story

a failure and that the settlement

mechanics

were more annoying than entertaining after it had passed a certain amount of time, I hear. what's wrong with the game and what could have been done better, but if you asked me what exactly went wrong, I couldn't tell you with any semblance of clarity because I honestly don't remember many of the finer details at the moment. just some of the more general issues, so to clarify my video format, since I received a few questions about this before basically playing the game, I'll cover the main factions, anything that piques my curiosity, and of course the line of the main story there won't be much

structure

, basically it will be me who reviews and gives my opinion on the ideas and the various

mechanics

, character locations and stories throughout the game as I play it, if I notice something could have been done better.
evaluating fallout 4  an analysis on the game s story mechanics and structure

More Interesting Facts About,

evaluating fallout 4 an analysis on the game s story mechanics and structure...

In general, I try to tell you what I would like to see. Instead, the game is a far cry from Fallout New Vegas, which is generally considered the best game in the franchise despite being six years older than number four, and I want to know what happens. Again there will be spoilers. I'll talk about story elements, just letting you know. Oh, and I have a sponsor about halfway through the video with nordvpn, so don't be alarmed, please start your Fallout 4 releases with one. of those old black and white cartoons that represent one of the seven special attributes, I really enjoy them a lot, they are a strange mix of retro cute and horribly violent, the game then leads to the main menu with probably my favorite interpretation of the theme that debuted in Fallout 3.
evaluating fallout 4  an analysis on the game s story mechanics and structure
Don't get me wrong, I enjoy them all, but the exaggerated orchestral sounds of the same nostalgic notes being played really get to my head and give me a dizzy feeling more than the other one. two versions, what did you think this was going to be a non-stop negativity fest where I would tear this game down? No man, not yet, anyway, after starting a new game we are surprisingly treated to a live action opener that is done extraordinarily well. There's always a risk with this kind of cinematic, a fine line between cheesy, over-the-top melodrama and undercooked silliness, and Fallout 4 does it surprisingly well.
evaluating fallout 4  an analysis on the game s story mechanics and structure
It's really fun to see how everything played out in this alternate history and the inclusion of timeline technology. The trailers alongside real humans are great to see, although I have to say that while I know the whole war never changes the tagline that always continues and concludes these games as a staple, I feel like it's a little worn out at this stage. a minor complaint, but I felt like saying it once at the beginning was enough instead of concluding the initial dialogue with the phrase also, anyway, welcome to our main characters, you can choose between friend or wife and I had a hard time understanding the lack of expression Bethesda facial. animation technology face animation face animation never changes just a minute longer I swear, fascinatingly, you can start as a demon in this game, which is interesting considering the bombs haven't dropped yet.
I've always liked playing with character customization and appearances. Although this one gets a little cumbersome trying to get it right after playing with the horror monster creator for 20 minutes, I finally accept my character and move on to making my character move around the screen, rotate the mobile a little. He loves that, yeah, this is basically supposed to be some kind of walk, look at things, pet your ugly son, kind of experience. In the end, the salesman comes to inform me that I have been shortlisted to become one of Vault-Tec's. experiments, I mean residents and to complete my character information in regards to character creation and first impressions, this is easily the softest start compared to any of Bethesda's previously published entries, although that is intentional Only for what follows, I miss it. the little quizzes and the interesting presentation of point allocation from other games, that being said, let's go over the special attributes here, I know, I know it seems pretty simple and unbreakable compared to the Fallout 4 counterparts, but there's actually a difference pretty big in what is considered more important and less important in this game than others, for example most of the stamina buffs and the stat itself is considered pretty useless compared to charisma, since a large portion of the Gameplay actually revolves around speech controls and leadership, when base building is pretty cheesy. things that happen with the aquaboy perk that falls under the jurisdiction of resistance, but for the most part the attribute seems to be unnecessary by most accounts, plus luck is considered quite important, possibly even more so than New Vegas from here, most other attributes are.
It is generally noted as equally important on a superficial level and it is recommended to choose the ones that best suit your play style. I love a good melee build in most games, but for some reason I've never had a great time in Fallout. Just because of how unpolished and clunky it tends to look compared to a game that implements it properly, for my build I'm going to focus on intelligence, charisma, agility, and luck. I have to say this is probably the first consequence where I felt like I can't immediately raise a stat to 8 or 9 without another stat suffering since I only have 28 total points to give out compared to the 40 points you get in Fallouts. previous ones that said the leveling system compensates for this by allowing you to skip a buff to increase a special stat much like the old intense training buff.
I don't really care too much about this as it gives me something to work on during my adventure, so anyway our midday plans are ruined by the incoming nukes which sends us running into the nearby vault for safety. In fact, I really like it, as it does a very good job of conveying the fear, the absolute panic that everyone must have felt during this moment of the end of the world. It's easily the most striking opening sequence. all games, especially compared to the relatively mild start, so here comes Vault-tec to start off with its residents compared to some of the more insidious glitches out there, this one is actually pretty tame, but its experimentation seems to involve telling you his citizens to go into a decontamination chamber before giving them the Walt Disney treatment and sending them to cryostasis so our character wouldn't be so lucky as to have a normal control vault or something.
I just want to know how the people behind us reacted when they realized that everyone in these supposed decontamination chambers was turning into popsicles, maybe they just told them it takes a while anyway after being frozen for a while incalculable. Our man wakes up and sees his wife and son's camera open when the people opening the capsule try to do so. to take his son from his wife, she refuses to hand him over and finds himself receiving a bullet in the lower part of his right shoulder. I know they didn't want to show her open head, but at least they could have. hit her heart or something because she left after that shot oh well they make you lonely again before you wake up later and the cryogenic chamber is losing power.
I actually love this setup, you've walked through what it was like for probably many years. people, you are deceived by the company that was meant to protect you, your character is in a constant state of confusion because everything happens at once, the execution, on the other hand, would take a lot of work for one, I have no attachment to my wife, here it is she. It's kind of a blank canvas and there's no character building at all. I get that it's a failed game and your spouse was never going to be an integral part of it, but I have almost no positive interactions before all of this that would allow me to appreciate my wife as a character, let alone my son Sean, and I really It doesn't help that it looks like someone scanned a cabbage kit on a photocopier and pasted the image as-is onto a bump map for the baby model, but it really would.
You don't mind something like a little montage of life in the vault before the experiment started, the family being together, growing up to maybe two or three years old, little activities that involve learning about the situation in the outside world. as you bond with your family. Even a 5-10 minute series of this kind of thing would have made this moment a lot more important, but no, the girl I've known for five minutes and ten lines of dialogue dies and they take my baby the brunt of it. This is that I felt bad when my character starts fighting frantically while he tries to search for a release hatch to get to his wife, but everything fails when he finally opens the thing and it stops sounding like he's going to have a mental attack. . breakup with you I will avenge you woman without crying without sadness without intense anger just a controlled and calculated phrase about revenge oh well, now the counterpoint to all this is found within the supervisor's record in vault 111 in which he details that the bombs that fall and the staff putting citizens into cryotubes only worked because people didn't have time to question the chambers they were being put into.
I can respect that, I just don't have any connection to my family so the records also basically state that they were waiting for a sign that everything was clear of vault-tec before opening the vault, although the supervisor believes that the mandatory waiting period of 180 days would by no means be enough time for the errant irradiation to disperse. The problem was that supplies had run out. He began to run out of steam at this stage and soon a mutiny breaks out in the same old tradition of the security team leading a rebellion against the supervisor and his loyal staff.
The purpose of this experiment was basically just to freeze people and find out what happened to their bodies, which is pretty tame, I'd expect something more devious like them to jump forward a few years and study them after pretending no time had passed, maybe even a couple of times instead of just once would have been more interesting, but as it is, just let whoever die as long as they maintain 20 of their starting population and then continue with strange observations when I finally catch my pip-boy and I leave the vault, returning to my house only to find my previously pristine neighborhood in ruins but my big, dumb robot survived, so that's a positive point.
He pretty much denies it completely and points out that my wife and son must be somewhere even though I told him what happened and complained about how hard it has been trying to clean everything up. The last 200 years from here we scan the neighborhood as the tutorial progresses until finally Codsworth directs me to the nearest town that appears to still be populated. This causes me to walk away from my friend to immediately find a new friend, a dog simply called a dog. at least for now he becomes my first follower on my adventure and I start looting and shooting towards Concord anyway, let's get into the

structure

of how I'm going to approach this video from here on out, we'll start with a lot of the mechanical stuff, notable combat mechanics, types of perks and how leveling works, voice interactions, that sort of thing, then we'll advance the story until we get to things like power armor crafting and settlement mechanics, and then we'll finally start to get into those.
The various main factions and stories of the game, let's start with theperks, so I really love Fallout 4's perk system, whereas the games that came out before it basically made you slowly discover what you can unlock with perks through the distribution of skill points over things like energy. weapons, barter, science, etc. Fallout 4 ditches skills and lets you see every single thing you can unlock right away. This means that if you had 10 luck points from the start, you could immediately start investing in the bounce buff, plus each skill has 2 to 5 different stages that you can upgrade to, meaning the investment possibilities The benefits are pretty huge and I don't feel like I'm going to have a hard time determining which benefits I want to waste my points on.
At the end of the game, it's fair to point out that the later stages of these perks often have a level requirement to prevent things from getting out of hand. It's a bit off-putting that you can't increase your individual skills the way you could before, but I don't feel like this is a lesser system due to it being just a more simplified one. I found myself writing down everything I wanted in a notepad, which is a great sign. Then we have combat stuff. In general, it remains the same. kind of rules the other games follow you have tubs you have shooting guns you have hidden melee you have fists you have extra sneak damage everything feels relatively Bethesda's gun game feels a little better, though still Not surprising, I like it the mix of old and new in weapons like the laser musket that allows you to charge your laser shots by pressing the reload button, which also makes it do much more damage.
Human AI is as dumb as it's ever been. although the humanoids try to move slowly behind available cover and will shoot blindly in a direction they think you might be if they haven't detected you yet and you shoot in their direction, which is a plus, it just never seems to matter if you're some god wielding a machine gun and a power armor or just a guy in a vault suit and a pistol, enemies will always attack you and fight to the end; There could be bodies piled up on the road due to your massacre and the last raider will shout at you. and charges you as if you were still outnumbered 20 to 1.
Beyond this, there are some minor adjustments to combat that make things a little more dangerous than usual, for example tanks now don't completely pause the game, but moving at a fraction of the usual pace causes your percentages to change if the target moves behind or out of cover during slow motion, plus stims are not immediate menu heals that keep you at least free. power armor and instead heal quickly over time after your character is hit with one. The game doesn't stop instantly when trying to access a terminal or pick a lock, and you can get hit if something pressures you.
Overall, I like these changes, as they break up the absolute safety of jumping a bit. a hack menu to override a turret or charge up stims and instantly get back into the fight, then there's the critical system, interestingly there are no critical hit chances in this game, instead the system has been overhauled to basically allow you to stack critical points on a meter that allows you to execute them whenever you see fit. I don't really mind this change either, as it allows me to store a crit for a crucial moment instead of relying on chance, it's the main reason why luck is so coveted in this game.
It's an interesting point because you can find little pieces that slide over other specific clothing, like the ones I can put on a left and right shoulder on my vault suit and put them together to create a set of armor that may be better than another suit. that you can't slide other parts on it, while the concept is cool, boy do some of the endgame armor look stupid? Look at this, it's supposed to be one of the best non-special armors in the game and I look like someone Crash test dummy to make me understand that it's supposed to be more function than form, but I have a heart, Bethesda, where's my bright lightning-infused weeb set that doesn't make any sense from a historical perspective?
No, I'm joking, I just wish I usually didn't want to choose lesser armor so I wouldn't look like I just escaped from an asylum. An alternative to this is power armor, which is one of the big draws of Fallout 4. They really wanted to make things more versatile. This game allows you to change various pieces in the same way you can with normal armor to build new suits. It's a decently implemented mechanic that definitely makes you feel a little more unique as you explore the Commonwealth, but it really ruins the history of the franchise which I'll get to in a moment next we have a speech oh boy now I'm not talking about intimidation or persuasion or anything like that, I'm talking about the actual written dialogue options in this game, this has been a meme to hell. and vice versa, but I have to say this, the so called options in this game are usually useless when I talk to someone, I usually have a yes, no, maybe in more information button, almost all of them do exactly the same and have a negligible impact on the game dialogue.
Honestly, I'd rather have a two-way choice here than be tossed around by the game while you pretend I made a profound decision that affected you more than deciding between water and diet water at the store or or here's an idea for a multi-million dollar franchise with six years between entrances, more dialogue, there are almost zero points in this game, where I naturally said hmm, I wonder what would have happened if I had told that girl, maybe there really is only zero. points where that happened there is no replayability when it comes to dialogue i didn't think about creating a different character that answers things differently she was killed sir these things in a better place sir these things are gone damn someone took it someone took me stole son it's worse than I thought there's just no reason anyone would take me it's worse than I thought what's in Diamond City is Shawn there look kid I'm tired now you haven't told me anything it's all just guesses look Boy, I'm tired, let's hug this and get it over with.
What are you saying? You can play it however you want. Rhys, tough guy. It's enough. Whether you like it or not. You will have to learn to work together. Are you upset that I might stay? rhys that's enough, I don't have to prove anything to you, yes, you do, Grace, that's all. I got tired of wandering alone. Too bad I was getting used to the idea of ​​you leaving Grace. You have a fucking Geiger counter. No, I do not have. a geiger counter wait why do you need a geiger counter? this place is irradiated wait what do I have one built into my pip boy wait what is this it drives me crazy because there is absolutely no punishment for being because there has to be a reward if there is no reward Todd gets mad so I can sit here and leave.
Oh, he was just helping the Minutemen because that's the kind of person I am and I can walk away, you stupid wannabe colonial trash, buttoned-up hat and musket wielding useless overalls. excuse for a human being who can't do anything but kill 75 of his men in a matter of a month and be gone buddy you're a bit rude haha ​​but I can tell you're you're a good guy so here's your reward, that makes the game's dialogue much more superficial. I mean, honestly, there are ways around these things that you can have Garvey tell you not to do it after you insult him and then maybe someone else will like that you stood up to him.
He and rewards you as you accept that Preston's Minutemen concept is and that you should split up and form your own group. You can still receive your reward from another source while receiving the appropriate reaction from the person you just honestly insulted, although after seeing this, it really makes sense that npcs weren't originally in Fallout 76 because that's how they were treated in Fallout 4. They're not here for the story or to make the game feel more alive, they're here to dispense quests and rewards, at least that's how Bethesda seems to see them for the most part here, no matter what you tell them, you'll still get They'll tell you where to go, what to do, and give you your little Skinner box rewards to keep you satiated on your adventure.
Don't get me wrong, as I just gave this whole system a ton. I appreciate that each option was voice acted. I know it's all preference because some people will find it harder to identify as their own character if everything has a voice. Which is understandable, although I personally don't mind and can respect the amount of effort both of the main characters' voice actors put into their lines, but it's hard to distinguish between what they're going to say every time I mention yes. no and maybe, but some of these lines are so ambiguous in the way they're presented that you might think something like oh my character is going to ask what it's like to be a member of the brotherhood of steel and instead my character says like this .
What's it like to be a member of the shittiest, most arrogant group? And you sit here like, wow, wow, holy shit, where's my latest save file? I understand the whole surprise factor that makes things more interesting in a way, but what's wrong with the old method of a dialog box that actually tells you what you're going to say? The last thing I'll say about speech is that it doesn't. I really like the fact that they act as unique bits of dialogue that can be accessed by having a certain amount of points in a particular skill. or a specific perk, I know they also got rid of abilities and like I said, that's fine, but I would have loved certain parts of the dialogue to correspond to having eight intelligence or two points in the scrap yard or something, but then Bethesda In Actually, they'd have to figure out how to make more than a four-spoke wheel for their dialogue tree and Lord knows that would be confusing or they'd have to cull out some of the brilliant, carefully written dialogue that comes with the maybe insecure or sarcastic. dialogue options and I wouldn't want your hard work to go to waste, so instead we occasionally get a bit of dialogue that's a different color and you almost always press it because it's brighter than the usual green dialogue anyway. we agree, we meet everyone's new favorite character, Preston Garvey, old Garv is currently trying to defend the place where he is hiding from bandits, which means I have to help him so we can defend the settlements, this has me riled up.
I take out all the bandits inside and chat with the Minutemen here until they tell me about some power armor that is located on the roof of the building. Wait, I'm 30 minutes into this game and I get some power armor, yeah that's the epitome of Fallout 4. It takes all those things you had to work through in older games and come on here have fun, this one in particular has always made me Made me scratch my head, although power armor has always been a prestigious thing that few factions could use successfully, it takes rigorous training to wield it properly and was almost always acquired in the mid to late game and I feel like its entire existence is cheapened here because the player can pick it up and use it without proper training, one could argue. that our guide learned to use it when he was in the army, but it makes even less sense in the case of the female counterpart who was apparently a lawyer before deciding to have a child.
I don't know, I think this is pretty much a taste of what's to come in the game because let's face it, putting on power armor and grabbing a minigun to take down bandits is fun, it's cinematic, it almost makes you feel powerful right away. , but simply destroys the series' story and throws his corpse off a cliff, this kind of immediate gratification doesn't end there, as a deadly claw appears to greet you while you're hosing down the bandits. Let me reiterate that for you, very quickly, a deadly claw rises to fight you. level three in every other game these are some of the mid and late game enemies you don't face until you are heavily armed and leveled in Fallout 4 you just kill one right away why because someone was , it wouldn't be badass if you could go toe-to-toe with a deathclaw right away and that became Fallout 4's design philosophy: the lord makes cool things instead, who needs to get bogged down in old stories and designs when they can operate a power armor and swap the parts like?
They came to a mechanic shop in GTA to fix their car and honestly I wouldn't even have a problem with this if they took the time to make sure the player earns it, maybe the player puts on the armor and can. They don't move very well in it, they can use it, but it's hard to pilot it properly until they can get to a power armor master to teach them how to use it properly. They can customize it a bit, but they get some really cool ideas and designs from the specific power armor mechanics spread throughout the Commonwealth.
I know whyIt wasn't done this way. It's because Fallout 4 was designed with that feedback loop that many other recent Bethesda games have adopted. Is it fun to reach out to a coach? just to earn your power armor privileges or is it fun to just get it, use it and modify it. It's hard to judge a game by sticking to one option and doing it well because Fallout 4 takes that fun factor and expands on it quite efficiently. I just wish a lot of the story parts weren't scrapped, so there's a middle ground here anyway, back to the big press complimenting me on the tactical brilliance of holding down the mouse button in armor, which made me close enough. to unkillable at this stage against an enemy who has to stop and swing to hit me, I tell him it's all part of a day's work or I tell him we're not friends or I tell him literally any of the other options and he's like haha , a certain fellow, then asked me to join him at the Sanctuary to do all the work for him there too, but not before a lady with psychic powers tells me that I have to go to Diamond City because my son is still alive , I'm trying.
To be a more positive person, but the writing of this game is really holding me back right now, let's go to the sanctuary and learn about the basics so I can finally rip the band aid off of my son, someone took him while he was still trapped. I've been looking for it, damn, sorry, I hope you find them. Please let me know if there is any way I can help you. I'm glad you're here and I hope you don't mind, but I have another favor to do you. Ask, I have received news of an agreement asking for help.
This is the closest thing to PTSD I'd ever expect in my life, so base building is what Todd was very excited to show at E3 when Fallout 4 was announced. You liberate a settlement, build it, and you strengthen it, you organize things to be as comfortable as you want. and you gather supplies and materials you need to make them bloom as much as I hate to admit it it's a pretty decent system it's fun to build your bases and make them work and make them shine it's great to revisit them and add a little more each time it's great that they took all of these junk materials from other games and have put them to the most appropriate use yet by allowing you to transform them into building mats, but the biggest problem for me has always been how needy they are and the problem of making something.
You constantly need supervision and attention in your game is that if you go the completist route it is very difficult to completely ignore the various requests for help in reaching an agreement. The last thing I was trying to do when I first quit was to get a deal done with the utmost happiness. I don't remember if there were mistakes at the beginning, but I do remember spending hours and hours working on every little request and trying to make one of my many deals happen. was as happy as possible, it really was too much If I'm honest and I would almost have preferred the game to say, "Okay, are you good at deal issues?" If so, you can let them take care of themselves without your interference, but if you want to continue helping, you can leave this option disabled because when you get into that rhythm of helping this deal defend this one bring things to this one build this one it's very difficult to just break away and go well I want to do other things now at the expense of your agreements wavering I think it would feel much better if an agreement could reach a certain point where he no longer even alerted you asking for help, where you helped him enough for him to would hold, which would make me feel like I accomplished something besides using the workshop to build.
Whatever things your settlement needs, like a water source, food, defense, and beds, you can also remove really ugly looking debris and shards to clean up the area and then use that debris to create superfluous items and structures that are more pleasing to the eye and it's addictive, just as it was designed, I love taking down all these little monstrosities and then building my own bases, it's really its own gameplay at this stage, so as much as I've complained about it a lot that needs, there is definitely something that makes me want to build more and spend my time getting things done.
Additionally, your main base in Sanctuary gives you access to armor and weapon workbenches that utilize various perks to maximum advantage. I really like this because it feels so much better to create and modify my own stuff in Fallout 4 than in the other games. My shitty old gun feels more like my own when I make it and looting seemingly random parts to upgrade my gear feels more rewarding, plus if you paint your armor you do more damage that's just science like painting flames on your skateboard to make it go faster again the game isn't all bad, in fact for all the pain I've given it I have to say that most of my experience with the actual game mechanics so far has been quite enjoyable because that was the main focus when creating it.
Okay, let's get this show on the road and start attacking these factions so that in the base game without DLC there are four main factions. which have quest lines for you to complete, here's the problem: all four of them can't be completed the same way you could complete the dark brotherhood and thieves guild in Skyrim, they overlap and finish you off. choose a side to complete the game, so what we are going to do here is start with the Minutemen, reach a starting point and then move on to the other factions in the same way, so this whole test begins with the teachings of the garv. how to start a new settlement to become part of the Minutemen.
This forces you to take out a group of raiders after taking out some wild demons along the way. Maybe I should have mentioned this in the combat section, but wild demon saints are awesome, maybe. I'm easily impressed, but going from ghouls running around like injured and generally shuffling humans in New Vegas, to lunging and lunging at you with terrifying speed is surprising, as they're actually pretty scary at night, which is why. which is definitely an improvement in every way. and this non-humanoid enemy buff extends to almost all creatures in the community. You have radical scorpions that come out of the ground and chase you pretty quickly.
You have these giant mosquitoes that can hit you and deplete your health quickly even. Mole rats lunge at you ferociously, making them quite difficult to hit. They are incredibly well made and make the game surprisingly difficult in the early stages unless you sneak further or take the power armor route. I guess a little resistance will help you. If you're really fighting, but I found that the best defense is a great offense in this game and increasing my damage output generally saved me more than trying to beef up my defenses after dealing with the really tough to fight raiders that are holed up.
In this factory I can catch my breath before returning to settlement 2 to let them know that only my constant supply of iguana skewers kept my wounds closed. They are impressed by this superhuman feat and join our cause by propelling me to the position of General of the Minutemen, you know what that means. Now it's your job to make it more than an empty title. I have been informed about a settlement that is being threatened by raiders. Yes, I have to do this a few more times before I can move on to the next one. Unfortunately, in the scenario with these guys, this encompasses more raiders, mole rats, and demons, which again proved to be quite difficult from the start.
I need to get better weapons man, although I decided to write down all the perks I wanted from the beginning, I actually found myself. deviating from my scheme to try to pick up things like scrapper to get better materials to better modify my gear and generally focusing on more combat oriented perks is tough, but I didn't really care as much as I thought I would. I don't feel like a legendary wasteland, at least not yet, I feel like a barely making it survivor and this is on normal difficulty, it has a lot of consequences 1 and 2. The biggest thing that can be changed here to tone things down is less charge straight towards the farthest reaches of the Commonwealth, as the enemies seem to get tougher the further you get from the conquered areas and sanctuary, unfortunately the way I've directed this video actually makes it difficult to go for minutes completes and then follow another path as the enemies don't seem to scale with you the same way they do in Skyrim, it's not a bad design choice it's just different so before I move forward with the garvenator I really need to turn to help the brotherhood of steel until I feel more comfortable, the first interaction I have with the brotherhood is helping these guys who are fending off a horde of wild demons after I help the paladin here he decides he likes the cut my jib and invite me to help them attack a technology. -great ease, this absolute mammoth of a man is a dance paladin and is as enthusiastic as they believe the brotherhood of steel is the noblest of noble groups, of course if you know anything about the brotherhood they tend to be a group brutally brutal. of fanatics who hoard technology and kill anyone who gets in their way doing so under the pretext of saving humanity from themselves while covering themselves with a veil to explain their bloody march to the wasteland and/or the Commonwealth Ball is no exception as it clearly tells him about the brotherhood. noble mission while dismissing his sarcasm as the ramblings of someone uninitiated, the group's scribe, Halen leaves his personal log sitting on the table, giving insight into the wilder side of the brotherhood, and notes that while he thought he would join a just cause of protection, much of his path has subsequently been filled with death and destruction in the name of helping humanity.
It's a nice counterpoint to the stoic sense of heroism of dancing in the name of the brotherhood and I appreciate it for what it is while it still makes little sense for the brotherhood to be on the East Coast given the game's previous events, Bethesda's intention to keep them as the main faction while referencing a bit of history from the third entry, it is what it is and there's not much use getting into the logistics at this stage, so off to the Arc Jet systems where we get our first taste of an enemy which appears quite frequently and is exclusive to Fallout 4.
Well, technically there were a couple in Fallout 3 that were known as androids, but Fallout 4 really deals with them. one level, so the synths are a manufactured group of robots that look and function to varying degrees like humans. The earlier models tend to be more inhuman with skeletal bodies and act more like guards and other robots, while the later models that have more investment into them tend to look. and act more like humans, some are almost indistinguishable with their synthetic flesh and blood mimicking the replicants from Blade Runner, although the way the synths look, the way they are treated, and the way they act tend to be an amalgamation of several different franchises.
From Star Trek to artificial intelligence and irobot, because many of these walking death machines have been programmed to perform specific tasks by one of the game's factions, many view synths with a great deal of justifiable distrust. I swear I'm not a synthesizer expert. Don't shoot for the love of God, we are a sin, it will kill us all, Kyle, no. I'll talk a little more about how synths came to be more specific instances of the ways they are used and their role in this game later. Going forward, for now, what you need to know is that the Brotherhood of Steel obviously views them as walking, talking abominations of the highest caliber.
The paladin's dance is no exception here, as it constantly mutters and screams because it is a pest that must be destroyed. as you explore the Arc Jet facility where they wander around after running around the place and melting Dance with a rocket oh my god are you okay? We grab the tech these guys have been looking for and dance before Dance hands me her legendary weapon, which will definitely help me perform a little better in combat, but we'll be taking on one more mission for the brotherhood before we return to the Minutemen, so Now suddenly I'm part of the brotherhood, which is kind of sucky because I've been a sarcastic who's been asking for promotions and rewards, I'd say this is a shitty judgment on the part of the dance, but you gotta remember I might have stuck my nose in clean on his sweaty, armored palate and really jerk him off while telling him how. great, he's a crusader against those naughty smells and the dance would have reacted exactly the same way and taken me in while lecturing me about what it means to be in the brotherhood, not that it really matters since the dance and then explains to you that he can only really present you as an initiate, soAt least there is that explanation, so now I can help Eddie Van Halen and his partner.
This part of you can play however you want. Tough guy, it's going to take a lot more than completing a mission. Impress me, Rhys is at least a little more apprehensive about my intentions, which is more than I can say about the dance, but he's a man so I don't like him anyway, my task is to kill and find because that's what most expendable initiates do. This is no problem. and it takes me I don't know maybe 15 minutes when I get back, the dance has a bigger mission that overlaps somehow with the last mission I did for the Minutemen, this means that I already have one of the three hollow tags and ribbons from the fallen The soldiers who were sent on a mission three months ago, the other two are a bit more troublesome, making me face a large number of super mutants.
Fortunately, I have more strength now and feel much more confident. In the battle I finally reach the last brotherhood member who was in this operation, who is hiding in a bunker and has gone crazy. This is actually one of the few times where things can be different depending on how I talk to this guy like A couple of failed speech attempts cause him to open fire on me and one of them convinces him to return to the fold of The brotherhood if I do it successfully when the dance returns they give me a congratulatory cap bag and I feel ready to march back to the Minutemen.
Well, the main mission here is to take what most people probably established as their main center. If they decide to move from the sanctuary to the castle, when I reach the outskirts, I have the option of shooting with weapons to attract the enemies or trying a pincer. attacking to lure them out is probably the smartest option, but I chose the pincer, which is very appropriate considering our enemies here are mirelurks, I hate mirelurks, they've always scared me, especially in tight spaces, things go pretty well at first until Todd decides to give in. Give us a sneak peek at one of the world bosses in Fallout 76 via a Mirelurk queen who is huge and horrible to look at, so I do what every pro gamer does in this situation: throw grenades and run.
This thing doesn't jump off high ledges. so the plan here is to run to the top, jump down and shoot him repeatedly until he dies. It's actually a pretty intense fight that makes me use up almost my entire ammo supply and leaves me feeling relatively accomplished afterwards, of course, when it's all said and done. and that's it, which reminds me that I have another trouble spot for you to check out, yes of course, well luckily I don't actually have to. these to move on to the next part here I just have to relax for a few days before pgrv give me the real goods which consists of telling me to go to the castle when I arrive this lady who used to be a minuteman in the 40's or whatever tells me that there is a large armory loaded here hidden under this security door, unfortunately We can't get in, but she knows how to get around the tunnels.
We'll have to find some way to clean it if that works. the stupid security door, this is a pretty short mission where I clear this underground passage by strategically assigning ronnie here to get knocked down repeatedly and then build an artillery piece. Artillery is pretty cool because I can call in attacks when I find it. I'm in a bad situation, so I know this is going to be weird, but that's all for now. This video is a little difficult to structure because basically there comes a point where you have to advance the main story to a certain point. to continue down a route with a faction and usually when you end up reaching that stage the choice you make is irreversible and ends with the other factions turning against you, so let's go back to the guild for now for a little more . heretic hunt, wait, wait, now I have to complete act 1 of the main story for this, since this prerequisite structure is ruining the flow of my video.
I don't really care too much, it all flows together, which is what they were looking for. Here, when they designed the story, it sure doesn't work as well when I'm trying to talk about each faction one at a time, but it tends to create a pretty fluid experience when you're playing without looking at a quest block. in a wiki, the entire game is set up the same way the endgame quest chains are set up in previous games with quests for different factions facing off against each other and the main story and it's not necessarily a bad thing, where is it?
This leaves us okay, I can't interact with the institute for a while, which leaves us with the railroad. Finding the area where the railroad faction is located can be done in a few different ways, but the easiest way will be to head to the main city. In this game Diamond City, which will trigger a lot of quests related and unrelated to the main story, I will ignore them for a moment just for my own sanity while I write the script, but I know that Diamond City is basically the New Vegas Strip of Fallout 4. Since it's a city situated on the ruins of the Boston Red Sox's Fenway Park, which is probably something I never would have thought of, so the railroad, well, the concept is there, but the execution with many of The finer points are very neglected, so the way you learn about the railroad is through things like finding a tape detailing its existence or listening to some people talk about them, the way they are whispered about. makes it sound like they are "They are some kind of super hidden underground society, which is what they are supposed to be.
They are the futuristic version of the underground railroad that was used to transport former slaves who escaped their bonds in the early and mid 19th century . In this case, although it helped synthesizers who have achieved clarity to a point where they have become sentient and indistinguishable from humans, as I said, it is a good concept, but this is where the stupidity comes in, so when you hear about the existence of the railway you can start looking for clues about its hiding place. This isn't like knocking on this specific door four times and passing a test where someone tells you they're a synth and needs your help to escape their master just to see how you'd react, it's literally a red line.
As you continue through dangerous parts of the city every eighth of the way there is a marker on the ground that gives you a code that literally spells out the word railroad when put together in the correct order four hell, I definitely have a code How brilliant! system that no one but the smartest and most understanding people could follow well this red line leads directly to the railroad's base of operations, are you kidding me? When I finish solving the riddle of the century, the lights flash on me and I get a some heavy guns pointed at me the institute treats synthesizers as property like tools that sounds like slavery we did it guys we end racism god you just make these people have a cause quite interesting injecting pseudoracism into your video game in the form of how robotic humanoids who have achieved sentience are treated by society and then making both the dialogue and the path towards the people fighting this oppression some of the most superficial you can Imagine, why are these people so surprised when they painted a literal bright red line? to their base and made the password the same as their username and it turns out you guess the password to the secret door.
I think what bothers me the most is this big production where I have these guns pointed at me like that. a real life or death situation and yet I can tell these guys no, I don't care about synths, they're basically machines and then Deacon says, so do you want to join? We could really use the help, they're not synths just machines and machines are tools, would you risk your life for your neighbor even if that man was a synth? No, it's probably not a shame, since every person needs to know why they are willing to die.
Listen, are you interested in a railroad, learn more, maybe join. No, I'm not, hey, we're not for everyone, now that I think about it, we're not for practically anyone, but if you change your mind, but you get the idea, I don't have any problem with the institute, it's okay, I don't mind that. I expected. In which case I think you're right, we're not really a good fit, but we can't turn away people who would risk their lives helping us just because they don't say the synth oath of allegiance loud enough and still aren't interested. maybe when you see more out there you'll come back buddy, I said I have no problem with the institute that synths are just machines, everything these guys are against and they're still like well I mean you don't have to agree with all you know why you interrogated me at gunpoint the fact of the matter is that bethesda is too scared to let people not let them choose to accidentally or intentionally seal a faction away from being an option i mean i can destroy important npcs away and they just sit on the ground and don't budge in a game where you can save at any time even during dialogue where you can constantly save manually and you get auto saves that you can't beat by telling someone that everything they represent it's that there's really no reason for this beyond the idea that this might bother some players and that it should be attributed to them being a representative of everyone they know in the Commonwealth.
Well, it's just the character they're playing. They are simply still the right person for this. It used to be that you played a Bethesda game or a similar game like this and you saw that option, the one you know, it's the one you look at and go. Oh yeah, if I say this guy is going to hate me, he's going to attack me, he's not going to let me in, something's going to happen and it was realistic to a certain extent. You choose to save that option and you will have to deal with the consequences. and that just doesn't happen in Fallout 4 at least not with anything significant, so whatever it is, I'm here ready to fight the bad men who keep the synths down.
Deacon tells me about stalking me for a while after my exploits with the Minutemen. and telling me that the railroad desperately needs help, which is a half-hearted attempt to explain the leader's indifference to how you choose to answer his questions, then he tells me that he wants me to meet him somewhere else so he can do this job. explains the railroad's feelings on certain dividing lines a little better, which is good, for example the first two generations of synths tend to be more like protectrons, as I mentioned before the railroad protects them and theirs too well. rights, it depends on who.
Questions: Some members believe that all synths deserve protection from those who would attack them. others believe that only the third generation is human enough to deserve the same rights. This is a pretty realistic argument and I like that the railroad isn't. perfect this way, unfortunately the other ways the railroad is imperfect include things like these little chalk signs that we have to follow to get to the guy who starts this job right. The deacon is a great character. In fact, I really like him because of his willingness to do it. transforms his body and undergoes surgery to constantly get rid of any enemies of the railroad, but then starts talking excitedly about how the railroad has all these cool little secret signs and signals and whatever sounds most like a group of little kids with their secret access codes that aren't so secret like their last base was supposedly super secure and hidden under an old donut shop, but the institute found them somehow and destroyed their base, so...
What do you do to ensure that your new base and any operations? are protected, they paint a thick red line with the code written on their new base, they draw these little chalk circles with arrows pointing towards their agents, the best part about these chalk circles is that they literally start at the bottom of this ramp that he only goes in one direction across an overpass to his agent in a dead end is just nonsense oh wow so we enter the old base and now we are looking for some kind of prototype device designed by one of his doctors , a pretty simple thing that has Me dealing with these generation one and two synths while working at what appears to be some sort of old government facility that the railroad was using before, I'm sure they decided to put up some neon signs that said railroad this way and the synthesizer in some way.
I found the facility from there when I got back to headquarters, Deakin puts his ass on trying to curry favor with the leaders here and tells Desdemona that I carried him through the facility and that I just killed 100 cents while disabling a minefield. butthe most important thing is that after dez is impressed enough I can join and choose my super secret codename because again the railroad is organized like a group of kids playing spies, all these nicknames suck so I don't choose any nickname, I don't want a codename codenames are not optional, you must have a codename or you can't join our secret society.
You know, Todd was very excited that all the railroad voice actors called him Diana. Thank God he made us experience this. pleasure for ourselves, so the next task I have to complete for these guys involves securing a safe zone and then escorting an escaped synth slave to safety. I know I'm always supposed to be angry about everything related to the railroad, at least until now, but I like this mission, helping these guys get this synth to safety, interacting with him with how shy he is, It's all very comforting and feels good, so I can at least give the passengers credit for that.
Anyway, this basically concludes the railroad breakdown. I can only continue doing quests with them for now, so now that we have reached the temporary end with the three factions available, I will go to Diamond City after a few words from our sponsor nordvpn, so I live in Germany. Now everything is going pretty well. All things considered, but if there's one thing I really need to get on with my life the way I'm used to, it's a good VPN and Nordvpn has more than got me covered, let me show you an example of my life without Nord Look.
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I met another potential follower in this game, Piper Piper is an interesting lady who is dedicated to reporting the honest truth and doing everything she can to get the next big scoop. She is the epitome of an impulsive, go-getter reporter who has nothing to do. losing by printing the truth and shaking up the government structure here in Diamond City, the biggest thing I noticed is how crazy well done some of the animations in this game are due solely to her losing her temper and swinging her arms, it really is too much. It's bad that the facial animations just can't keep up because honestly, the way he swings his body, waves his arms, and throws his body in whatever direction sparked his anger really makes me realize how far he's come. this series of the relatively bland and static NPCs that were presented in previous games, then you look at it and it's just a cycle of predetermined emotional states and ugly stretches that really ruin all the effort put into the exaggerated and painstakingly detailed movements anyway, we're still on a mission to find our son whom we describe in detail as being kidnapped this leads us to a detective to try to get us help with this endeavor, Nick Valentine.
It turns out that Nick got into a little trouble after chasing a lead and falling into a trap that got him into trouble with a gang. of gangsters armed with a machine gun, so I offered to help him when I spoke to his secretary. Hey, I'd love to help, but there's a little spending money issue, uh, I have 125 caps in the old rainy day fund. Come on, this is your boss's life. we're talking about here, okay, we'll get to 150 caps, last chance, put some real money on the table or we're done, okay, you win 200 caps, that's it.
There's no way I'm getting involved in this, so I'm leaving. To save Nick, who is actually located in another vault, I usually like to save them for another video where I do side quests and stuff like that, but we could also talk about it while we're here, there's nothing particularly strange about Vault 114 , It is built. in an old subway station that doesn't make much sense, as one of the gang members down here pointed out, regardless of the fact that it looks relatively tatty and not at all luxurious, which is the polar opposite of how it was advertised, the grand experiment here It was that vault. -tec was basically going to find the elite members of Boston's upper class and tell them that they would have a vault built exclusively for them with all the comforts and luxuries they were accustomed to on the surface, instead of the rich people was going to be shoved here and forced to share sleeping areas and bathroom areas with other randomly chosen families and generally had access to the most basic human needs, so Voltec found someone who had issues with authority and who tended to The staff were told to never undermine the supervisor's authority, even when they decided to embarrass, reprimand, or physically abuse the citizens of the vault.
It's a pretty tame vault compared to some of the more advanced experiments other vaults underwent, but I enjoy the concept. especially when it's tied to a completely unrelated quest and isn't the main highlight of the area, plus it doesn't really seem like this experiment had any effect since there doesn't seem to be any telltale evidence of terminals explaining how things went beyond a few recordings left in which a vault-tec person interviews different candidates for the supervisor position, the one they chose seemed to be a crazy homeless man named Soup Can Harry who doesn't trust the government sleeps in dumpsters and eats a braxo cleaner.
He seems like a winner to me. Too bad I couldn't find anything about the exploits that may have happened here. Well, anyway we get to Nick, who reveals himself to be a synth. He doesn't seem to be a gen 3 synth more of a gen 2, but he talks like a human and exhibits a lot of different conversational phrases and gestures that you would probably find in an average person. I guess he's a little more old school and talks a bit more like an old-school detective from back in the day, but overall he's a pretty unique and interesting potential follower, so we get out of here by taking out the gangsters occupying this unfinished vault. and we eventually managed to become the leader of the gangster, Flaco Malone, apparently.
Nick and Skinny meet from the past when Nick mentions that Skinny owes him a debt for spending two weeks in the hole, as Nick says, he gently convinces the lady next to Skinny to leave him and run back to his father in Commonwealth, which really sets Skinny's nerves off, he reluctantly lets us go unknowingly, preserving his own life in the process and I skate back to Diamond City as we return to Nikki V and go over the details on everything I know. and I remember about the kidnapping. I finally described the main kidnapper, the bald man with a scar over his left eye, Nick immediately suggests that it may have been someone named Kellogg who he has been trying to track down for some reason or another for a while now.
I actually enjoyed this little back and forth. detective work, even though I know how this mystery ends, there's something about bouncing ideas off each other that makes for a good story, I'm sure it won't get spoiled later or anything, so off we go. to the last known Kellogg's location where I had bought a place here in Diamond City with a 10 year old a while back, the most important part of this conversation is detailing the institute and what exactly it is or at least as close as it seems the general public. To know about them, I have mentioned the institute several times by name only, but they are basically a group of mysterious individuals who carry out certain actions in the community that terrify people, but no one knows what they want or who they are.
The people who do know are that they designed the synths and ordered Gen One and Two to strip entire cities of their parts while killing everything in them. Furthermore, they supposedly also have the gen 3 slip into human societies and pull the strings to ensure things happen. Be on your way, this is why paranoia is so rampant in Diamond City in particular, as it is considered a synth-free zone. Actually, that's a good point. One of the security guards tries to calm everyone down by telling them that there are no synths in Diamond City after a fight. happens when a man accuses his brother of being a synth, but here's Nick with his DC-based detective agency, maybe they were just talking about gen 3 earlier, so anyway we head to the locked house with a master level lock I have.
I still haven't gotten my lock to open that high, so I head to the mayor's office to order a replacement copy. You know, I don't think I've mentioned this particular thing that bothers me before, but I feel like every game that has Following an NPC somewhere makes me walk too slow or run too fast to keep up. It may just be a PC thing because I can't press the lighter keys to walk slower, but it's always been a very silly thing for me. that you're playing something where you have to follow someone and you either rocket ahead or slowly fall behind with no way in between.
This has been my ted talk. I get to the mayor's office and Piper is being as abrasive as she is always yelling. in the secretary about the mayor working with the institute and constantly meeting one of her secret messengers after the secretary fires her. I'm allowed to see the mayor. The funniest part of all this for me is that there is an armed guard outside. Hey, there's no funny business there with the mayor and yet there's no one stopping me from killing him right there in his office or I guess there's something stopping me from killing him since he's apparently a champion of Todd Howard, I'd really kill you guys , if a single player's decision broke your writing masterpiece, wouldn't it?
Oh yeah, guys, we sure are playing a role-playing game. I tell you what, anyway, the mayor seems reluctant to part with Kellogg's key, but he finally decides to give it to him. at me telling me that this is a fruitless effort hmm sounds like someone has something to hide. I never mention this later in the video, so yeah, we check the house and it's been abandoned and all, there's actually nothing here, not even behind the secret door that Kellogg had installed on the side, what we did find are a couple of cigars, to which my character suggests we use dog meat to track kellogg, so we follow this literal trail of lawn chairs that have cigar ashtrays and beer bottles next to them because you know that's what it does the legendary mercenary master Kellogg apparently with the amount of times I've heard oh yeah, that house was abandoned, Kellogg used to live there, it really makes me wonder how there is such a pristine and untouched road. of cigars, beer, and bloody rags to track down one of the wasteland's best mercenaries, like a German shepherd can track down scents up to a week old, but this guy sounds like he's been out of the picture for months or years or something like that, and then there's just this ridiculous track on rails of lawn chairs and enemies to follow.
I don't know when we get there. I start stomping through this army of synths which gives me some of that ridiculous looking armor I mentioned before. Damn, mercenary, where's my son, I really can't take my boy seriously when he looks like this, anyway, here's Kellogg, who's been fooling me this whole time with his warnings over the intercoms on the way down, when I reach him, he retreats for a moment to do What all good villains tell me where my next target is. Well, it pretty much tells me that Sean is a little older than he expected and he's part of the institute now, so what you're saying is that they literally raised a baby. to become part of the institute, one who would never remember his mother or his father, so yes, even ifIf we get to him and he's 10 years old, he'll just see his father as a lunatic who walked in while killing people he grew up with.
They go around and rave about him being his real father, anyway we get into a fight and Kellogg goes down. I take his cybernetic enhancements from his body and Nick suggests that we go recruit Piper to help us with the investigation and she may have a lead on where she is. The institute might be well located when I walk out I find this gigantic airship, this colossal beacon of steel and technology floating in the sky and shouting to the people below, we are the brotherhood of steel, honestly, it's really cool, say what you want about the methodology of the brotherhood.
This is definitely a very effective show of force, unfortunately I guess Nick won't be welcome in his ranks, but hey, let's move on from the main story to find out. Well, everything seems to be normal to some extent. Cambridge now has types and power. armor just shooting and looking tough and paladin dancing is sitting here like a giddy schoolgirl at the prospect of war getting ready to happen, she excitedly tells us that the airship called pridwin is basically a mobile fortress and that being here means it's about to kick ass. It happens cool so we have the brotherhood coming in this cool hot air balloon right let's have the player ride the vertibird to get there dude oh bro that's so sick bro what if we like it?
Okay, listen to me here we are, brother, remember? That time when we were playing Call of Duty we got on the minigun yeah bro oh dude what if the player would like that? Oh, do that now in our game, man, but, brother, what would they shoot, brother, oh brother, are you right? What if we made them shoot like mirelurks and like super mutants, oh brother, so we get on a vertibird and fly towards the flying vertibird deployer to meet the elder of this brotherhood chapter, elder maxson, those of you Having kept up to date with every bit of Fallout lore, you might recognize Maxon's name as the founder of the Stale Brotherhood.
Well, this new Maxson is a descendant of that guy and the last in the bloodline line. He appears in Fallout 3 as a 10-year-old boy. in fact, making him a 20 in this game also makes him the youngest elder to ever exist in the guild's ranks. It's actually a pretty good homage to the franchise's history, even if some of it might just be to appeal to some of the history freeloaders. Over there, when we jump off the bird, we are greeted by a guy upstairs who says, yeah, you kill well, but you don't lick the brotherhood hard enough, but start now, go see Maxon, okay, yeah, no one here He doesn't give a damn about Nick. the walking plastic man running around and joking about everything he sees, except for this guy, it doesn't disgust me, you don't see much yourself, you know, someone asked about the logistics of bringing on board precisely what the brotherhood wants to destroy and someone from higher up it was.
Yes, but that wouldn't be very fun and interactive for the player now. Could it be that the institute and its sins are considered enemies of the brotherhood of steel and should be dealt with quickly and mercilessly? Yeah, could you at least say there's a synthesizer here? I mean, for love, so tonight I'm getting promoted and now I'm ready to take on the duties that come with it, which apparently means meeting and greeting all the important people on the ship. Dance is still excited about being a loyal lapdog and goes on to talk about how the Brotherhood used to be in ruins 10 years ago when they started doing really stupid things like being charitable and getting along, but now it's all about taking over the technology of the Brotherhood. heretics.
God bless them, so I do my rounds while kicking Nick out of the environment. I should never have been allowed to come in and change it to dancing in the first place. This is a little detour on my adventure as I get to have some interesting and humorous conversations with the main players here. Have you ever had sex? any species considered non-human, that happens often enough that you might have a question about it. I eventually complete my tour, grab some better power armor and some regular armor, and then return to the shrine to do some inventory management while dancing. crazy about every little weapon and power armor modification I make, then I go back to maxon for a real mission brother minigun sequence minigun sequence with the monster skyra ah but with super mutant after eliminating the swarm of super mutants here in Fort Strong, I secure a room filled with boxes and boxes of mini nukes this is terrifying we have a bunch of some of the most destructive munitions on the planet and we're giving them to the tech geeks what could go wrong signal grenades can call a vertibird to your location when I need air transport simply anyway.
This is again a stopping point for the guild until the final batch of quests can be completed. At this stage, the four factions actually pick up after I enter the institute, which means I have to send Dance's overly excited ass back to the Hinenburg to fantasize about power armor and power armor accessories for a while, the best part of the next mission is for Nick to go, yeah we have to bring Piper for this mission, she really knows a lot about the institute, so she's literally worthless in this conversation, like Nick is any good. only Kellogg really knew how to get in and out of the institute hmm oh yeah, what if we got a piece of his brain and brought it to this place in Good Neighbor town where people can relive past experiences in his memories ?
Yeah come on. I'll see you later so we're headed to State Farm watch a guy get stabbed give a lady something that used to be inside a guy's brain you know, normal stuff, what is this? This is not a brain. Wow, thanks Einstein. Do you want me to point you out? What else is in this room in a brain starting with that sponge inside your skull? So the good doctor here throws the implant at Nicholas, who can't understand the memories it contains. She concludes that the memories must be encrypted. The solution. What she thinks is that we should both jump into these smart chairs and I'll dive into Kellogg's memories while Nick acts as host.
I know this is all pseudoscience for the sake of the game's plot and almost everything here is just made up. fantasy, but you're telling me that the institute had enough foresight to encrypt the Kellogg implant, but didn't think about the possibility that someone would have a friend try to break the encryption, it just seems like a stupidly simple solution for something that was designed to prevent for people to see something, then again, someone literally wrote the words "this is not a brain" and decided that it passed as feasible dialogue, so it's probably not too much of a stretch anyway in Kellogg's brain, so Of course they wanted this to be a great introduction that made you feel for Kellogg or get to know him better post-mortem or whatever, which is fine I guess, but realistically, Kellogg was part of the story here for three solid missions or something Well, don't get me wrong, I know.
He started this whole thing, but they never really let you interact with the man until it was time to kill him. If only they had allowed you to meet him a few times while he ran away or made him hear some of his thoughts while they followed him. by holotapes or something that made you wonder what it was about, then this memory process wouldn't seem so out of place. I mean, the first thing you do is you see this guy when he was a kid and it's the most cliché cliché you can get. imagine oh his dad is a piece but his mom loves him and encourages him to be different oh he runs away from home and finds love and has a son oh the wife and the kid died because he got involved with the wrong people oh now he's a big bad mercenary who just became bitter because of his shitty life and is now killing others for money only I don't know, completely funny and unremarkable background, I mean come on let Kellogg have a good mom and a dad who gets killed for not producing enough caps when they get mugged, let him start thinking that earning caps is everything in life and he will eventually seek revenge when he grows up, let him discover that he actually likes mercenary work before he finally has to kidnap Be and then leave it. learning to love again with this newly adopted child who he basically raises like a son while doing his mercenary job, something like that would send some pretty mixed emotions to our character, I imagine we'll eventually get to the memory stage where it comes together. with the institute and I can see my beloved wife's face again through her memories, so we finally get to the ending where kellogg was supposed to be sent to the shining sea to take care of a scientist at the institute who had gone rogue because Some reason.
Instead, he decided to run to the base he was at and wait for me, so I guess that's something. I guess it was somewhat close to the edge of the shining sea, at least so our goal now is to follow this scientist named Virgil, who was supposed to be Kellogg. to explode and find out what the glowing sea knows that makes no sense no one goes there even if they were desperate that's why he's there to make the institute think twice before following him it must be that he's using the radiation in the glowing sea as a shield or a cape who wrote this man no one ever goes there why would I go there ah probably because no one goes there oh yeah thanks very cool doctor okay but seriously it goes beyond that right the institute is very dangerous? because it uses synthesizers, it uses robotic men, inorganic life forms, things that don't care about radiation.
Do you see where I'm going with this? The shining sea is perfect for shaking people because it is a giant irradiated hotbed, except for shaking people it doesn't. I don't care about radiation, why are you like this? Fallout 4. I mean, maybe you can say that Gen 3s are going to be susceptible because they're still basically made of organic matter, but Gen 2s should be fine. I guess I'm referring to the spoiler alert. Nick can. accompany me very well, it doesn't make sense to me why they would send Kellogg's frozen flake into the shining sea unless they really wanted him killed or they just thought dispatching this guy had a better chance than dispatching someone like that.
I don't know 20 expendable gen 2 cents or a combination of the two I don't know Nick I hope you have what you were looking for inside my head That was true I should have killed you when you were on the ice Do you want to try For the second round, come on, what? What are you talking? Wait, were you playing a joke on me? Neither of them were sarcastic before I plunged into the sparkling sea. I thought he should breathe life into my power armor so he can support me better. My escapades, as lukewarm as they were initially, were about power armor becoming part of the game, so from the beginning I've been enjoying working on it and making it my own.
It's a fun set of upgrades that make sinking points into science and armor much more fun. let's talk about the shining sea, this is without a doubt my absolute favorite stage in any

fallout

game, yes you could say it looks a lot like parts of the divide or very similar to the long 15 of new vegas, but it's so much more, i don't do. I don't know that it is brutal and sinister, it is mysterious and dangerous, you can enter it literally on any level after leaving the vault. It's probably the closest thing I felt to the difficulty and constantly untouched feeling I felt during parts of Fallout 1's desert.
Bits, everything is covered in this misty yellow miasma, making it a stalker-style nuclear wasteland. For me, the feeling is probably at or near a all time high in all Fallout games, I mean there's not a lot to do per se, there's something ahead and some locations and two more quests but that's it, I could see the argument that it could be a great extension You're welcome and boring content for some players, maybe even the argument that there should be more quests or people to talk to, but it's the shining sea, it's a gigantic nightmare zone irradiated with brutal weather and unforgiving creatures.
The idea that there should be more people or things to collect or quests to do is pretty silly, and I personally like things the way they are. That said, I think you get less radiation damage here than walking on the bottom of the ocean, which is kind of the case. a dip switch, I would have also played around with the synths a bit more here, like there was a bunch of gen 2 synths that normallyThey would have carried out their orders for the institute but were reprogrammed to think more like a gen 3 or nick. When the school finds out, they decide to hide in the shining sea, creating their own little society here in this hell, I think it would have been a lot of fun to see anyway.
I crawl across this merciless wasteland, my power armor torn to shreds and my ammo. is running out when I get to Virgil, it seems like he recently became a super mutant, much to his dismay, something I hadn't mentioned about Kellogg's memories was that we saw a gen 3 agent from the institute teleport, which apparently is the only one way to enter the institute's base of operations, we ask Virgil how to do this and he explains to us that the students are the ones who have access to this technology. The so-called molecular relay courses are something that has been mentioned repeatedly by some. of the main players in this game and all of them have said the same thing, not with the steeds, apparently your top institute built death machines with one purpose, to take care of the institute's dirty work that no one else can handle besides maybe Kellogg.
Well, not anymore, but even Kellogg noted that he was happy that they were on his side, which should say something: they're basically bigger, faster, and stronger than humans and taking one down would practically be suicide, so it's Time to take one down for teleportation. chip in his head, well, with Bethesda being Bethesda, it can't just be a oh here's the steed, go get it, it's more of a here's the building the steed is in and also a bunch of gunners to Fighting your way up is not a problem. it's just more of an inconvenience, plus Nick opens up to me a bit more and tells me his backstory about how he saved the mayor's daughter, earning the trust of the mayor and eventually the rest of Diamond City with his rather heroic deeds. .
Really do like Nick, his voice acting is top notch, his backstory is pretty impressive and it's fun to hear him joke about whatever little thing we're involved with. I'll probably cover what exactly is going on with him in a later video, but let's focus. on the task at hand for now, so we make up for the steed that has been after a gen 3 escape synth that was captured by the gunners. He uses the same tactics as Kellogg using a stealth guy and constant stim packs, although a little less grenades. so it's actually a pretty easy fight because of how badass this guy was supposed to be, although to be fair, I have the power armor on easy mode now, so yeah, after I take out his chip, I free the synth girl and I'm running out of here to find out.
I figured out what to do with it, so I headed to the railroad to have Tinker Tom crack the chip encryption and then return to Virgil at the GC. He managed to pilot his big, meaty mutant mitts to some extent and has schematics to help me build a teleporter with the thickest chip decoded, the only thing left to do at this stage is decide which faction I want to go with, I really don't think that matters a lot, although it is implied that I could imagine it. the brotherhood is going to want me to get approvals and deal with the bureaucracy and all that so they're out and I already used the railroad to decode this thing so I'm going to stick with the minute hands here they call it molecular relay teleportation for Really wow, that would explain a lot about how the institute manages to operate.
I will let you know if I hear of any settlements that need our help. Not today. Not today. Okay, get ready for a ride, so I build all this and then zap. I wander off into the depths of the institute and find myself in the cleanest environment ever seen in a Fallout game, which makes sense but is also a little jarring, I mean, I'm not complaining, it's so strange, it's like I've walked in in Prey in 2017 but in 2015. Whatever, so I go downstairs while the leader of the institute talks to me, who is called father. Well, I finally make it to a room where 10-year-old Sean is sitting behind glass.
He gets scared when he sees this. a big metal man talking to him and calling him his son, which yeah, I mean, what did you expect, dude? This is exactly what was going to happen, except it's not a big enough plot twist that I'm okay with. Instead, this is a synth and the The real plot twist is that father is my son sean father father is sean did they really have to call him father? So here's the deal when the institute started working on perfecting synthesizers to be carbon copies of humans, they needed human DNA that wasn't affected by radiation.
I know the entire Fallout universe has taken some excessive liberties with the way radiation works, but it's really hard to ignore it when this was the reason behind the entire plot. I mean, people in Japan don't even live in a radioactive nightmare zone. if the nukes exploded in the air instead of hitting the ground, but yeah, again, this is just fallout from the universe in general, okay, so they take Sean because he's not affected by radiation so they can use the DNA, then they kill all the other vault dwellers because There are loose ends, except for one loose end that could ultimately wreak havoc on the institute, how does that make any sense?
Wouldn't all the other people in Vault 111 be useful backups for DNA experimentation in case Sean died or some complication happened? Isn't the main character the only person they have to make sure they kill so he doesn't do something crazy like, I don't know, seek revenge, but the journey doesn't end there? What's up with Kellogg, why is he still the he? Same age as when he took Sean, if it's been 60 years, they obviously used implants to slow his aging to a point where he's over a hundred years old, okay, so why do we conveniently skip over like he doesn't know 60 years?
Kellogg's flashbacks see him then as a child, then as a young adult, then as a young adult. His escapades as he crosses the wasteland to the east coast and then joins the institute, which puts him in I don't know 40 or the age he was, then he kidnaps sean and cuts to like 60 years in the future where he gets orders to kill virgil, i just don't know, it's all a plot of convenience, the writers wanted this to be the huge dead people frostbite, the game's plot twist, the sacred moment that everyone is screaming about, but it's so sloppily executed, I mean, hell. even in kellogg's memories you hear him referring to the orders of the old man, who we now know is the father, except he refers to the old man when he is kidnapping sean, yeah sure you could go well, maybe he always refers to the principal high school like the old guy, or maybe this isn't really Sean, but come on, you know none of those things are true and we're just sitting here trying to come up with some bullshit to fix Bethesda's undercooked writing, but the reality is that they wanted the player. be completely surprised by this plot twist and while it is a pretty difficult twist to predict, it is not difficult because it is well written, it is difficult because the writing intentionally confuses any part of the truth that could lead the player to predict the twist, It's exactly the same.
Which is why Kellogg's crazy adventure in the lawn chair is such an on-rails show even though there was no reason for him to have simply been testing 10-year-old Sean's model for a moment and then run to fort hagen, but I think one of the things that bothers me the most is the fact that my character and Sean are just sitting here filming about Kellogg and it's like, that morally twisted piece, yeah, I lured you to him on purpose. so we can get revenge, okay? First of all. You built a robot of your own when you were 10 and escorted Kellogg so you could get him to find him and for what revenge, but why is revenge on Kellogg worth it?
Kellogg was a mercenary. I'm not saying he's a good kid, but he didn't decide, I'm going to kidnap this kid in front of his father's eyes for no reason, that was the high school's doing, and yet Sean is like, yeah, I thought we deserved revenge. somehow and my boy says, yeah. that psycho even when i take the dialogue option of yes but i feel a little bad for kellogg sean it's like he didn't do it after all i'll never forgive him he's the reason you're the director of the institute, the institute is the one that hired him if you want revenge why don't you try to take down the institute from within dude come on this is some of the weakest writing I've seen in any Bethesda game.
Collateral damage, she was murdered, murdered, yes, murdered, I'm not so sure what the hell you're talking about. I could go on about this for a long time, like Sean explaining that he lived a high school life, meaning he didn't really experience love. That the brutality in the community was simply something he came to accept. he paints his mother's death as collateral damage and claims that he watched the tapes of her death and just accepted them, so how does he have the ability to treat Kellogg like a horrible, murderous human, a scumbag who just committed atrocities? brutal when he did it? on behalf of the institute when he was as much a natural part of the bloodthirsty community as anything else, the emotions this guy has don't sink in at all and it can be argued that he claimed that Kellogg deserved to die for what he did. it's just him placating my character, but even when my character sympathizes with kellogg, sean still sits there like no, that guy, no, he's a dumb mercenary and then at the end of all this dialogue, sean is like, so yeah , I want you to stay here and work with Us, I will show you that the institute is the best opportunity for society to flourish and that we can do great things together.
If you wanted your father to be part of the institute from the beginning, you would have sent some friendly synths to intercept them. him and bring him immediately when he came out of the vault. It's awfully convenient that you waited until he'd accomplished everything he did before deciding this was the plan all along or whatever. God, okay, I'm going to have an aneurysm, my homework. Here is to meet with the heads of the various departments in this pristine and brilliant environment, so here is the main conflict. I guess when choosing a faction in this game, at least right now, you have the Minutemen who are generally a force for good and keep people going.
Safe is the brotherhood, which is a force of selfishness and technology hoarding while claiming to try to keep people safe. You've got the railroad, which is a force for good and gives its rights to the synths, but overall they're pretty stupid and you. Now I have the institute that seems to be leaps and bounds ahead of the rest and the ability to help the Commonwealth and maybe even the world, at least that's how they present themselves now, a lot of people I know actually seem nice to talk to. and I have nothing but good things to say about Sean and I, which makes it very hard to say no to this faction, even the people who aren't so friendly, they are usually constantly working on some kind of new technological advance, some kind of scientific marvel.
It's a lot like what I imagined the big mountain was like before it became the big void and it makes it hard to just go, yeah, whatever, these guys aren't going to do what's best for the world, of course, no. They're all sunshine and rainbows as the issue of them basically creating carbon copies of humans and treating them like nothing more than slave machines remains a major factor during my run. I have access to leave and return to the school whenever I want, as directed by Sean, which is either an incredible show of faith or a really stupid decision, so now we're finally in the big decision process, I think now that all the routes are completely open to be traversed, I'm pretty sure I could probably do a few more tasks for each faction if I wanted to and the game still lets me choose my side, but I think just going through each quest line would be the best way to do it, since Since we are here in Synthville, USA, I will run with the institute for the first time.
Stretch, so the institute's first demonstration of how going crazy can be a bad thing is to have me return a synth to their facility that has gone full-on raider and has been making a living destroying other people's lives. It's not really the best example to see, this is the reason why synths should be controlled because ordinary humans also do this, it's still kind of a wake up call from the railroad idea that all synths that gain consciousness are simply these wide-eyed pure innocent beings who just want a place in this world after this, actually reaching the point of no return for one of the factions as the battle ofBunker Hill rears its ugly head from the institute's point of view this battle starts because they want to recover the synths that the railroad has kidnapped from here I can march directly into battle or I can turn it into informing the brotherhood, the railroad or both, at least That's what the game wants you to think.
The first time I played this part, I informed everyone and enjoyed marching through the carnage. This time I didn't tell anyone and still. everyone was here fighting, it's okay, besides, I can literally kill the steed that is with me free or kill the sins and then return to my father, who gets angry with me. I can admit it's my fault and he'll banish me from the school or I can just blame him and say I don't know what happened and he'll be fine with me, but technically the only side I can opt out of here is the school and I still have than to be. try to do it, this whole mission is weird, like I don't have to fight at all, I can just walk through the chaos and then at the end when I reset all the synths, the steed that came with me appears and teleports them back and However, because I'm inside, I can't just teleport, also because fast travel is considered careless.
If you ask me, no one attacks me on the way out despite my actions here and Nick is still by my side even though I side with the people who see him as a machine and nothing more and then it's like the mission designers If they were to wait, they just couldn't have fought anything, they have Father meet them somewhere else and they have to fight super mutants, instead Nick has a minigun anyway. We meet Sean on the roof, who makes me want to punch a hole in my head again because he starts spouting the convenient excuse that he wanted to see if I would look for him, if the wasteland would corrupt me, if I could find the institute.
Anyway, everything is very convenient. Now I receive an invitation to meet with the institute's management, so let's move down. I finally got to the part of the story that I stopped playing before, so we'll see about the rest. The game can suddenly surprise me. Well, things aren't looking good for history after this meeting, so I walk into the boardroom, I step out of my gigantic suit of armor, I sit down with my helmet on and I have a bear trap the size of Wisconsin on my arm and I listen to my son. sits here and starts spouting super secret information to the room, all the other scientists and top minds here just shrink in their seats at every word Shawn says as they stare at the man he can barely see from inside his helmet.
He goes on to state that the institute's goal is now to become completely self-sufficient by powering up a nuclear reactor to power the base's operations. The goal of this is to no longer depend on other people, the outside world or the environment, and then on my son. He says, yes, I am dying, also my dad will be the new leader of the institute. I know I met him a day ago and his intentions are still quite confusing. He's probably crazy, but I'm sure he'll fit in just fine and yet this. meeting of people who are probably supposed to be part of a leadership or just written off as if they were no good, a leadership structure after this circus clown act disguised as a business meeting is over, I talk to my son, who says that everything is autonomous, so even an intelligence player could run this place.
It's more about resolving disputes that arise and things like that. My character doesn't have the option to ask his son what illness he's dying from, which is great. I'd love to give Bethesda credit and say that it's going to be an integral plot point later that maybe the disease he has now is affecting all synths because they're made of his DNA, but, yeah, none of that happens, it's Like cancer or a busy day for you, right? So yes, I need some technology or another to help us with this whole nuclear power installation ordeal. Finally, this is the stage where I can completely exclude another faction by siding with the institute.
In this case, it is brotherhood. Alternatively, I can skip about five main ones. guild quests by telling them that this is about to go down, which is a very strange way to structure a quest line, but okay, I sure don't know what I was expecting at this point, so I teleport into the building and start blow up guild members. there's an elevator sequence it's a tech recovery sequence there's a robot fight sequence there's an escape sequence it's all there it's a quest yeah, I liked that the former employees of this facility were playing a type of role-playing game table on their computers through the email system, it was actually fun to read it when I got back, my father pats me on the back and tells me that another settlement needs a way, oh no, no, he tells me they were trying to kidnapping a guy in broad daylight and the guy called the Minutemen to try to help him, so now I have to try to peacefully resolve this conflict.
I'm sure he could massacre the Minutemen or side with them too, which would probably leave me siding with his faction, but we. I will talk to them and tell them to leave. This is all just a misunderstanding. A misunderstanding. I can't wait to hear this. Explain to me how this is a misunderstanding. Hello friend, look at me, general of the Minutemen, highest ranking leader. Where the hell is he? that option I'm giving you an order soldier maybe you don't understand this is not the army and I don't have to take orders from you so why is there a general rank?
I am the generals, let's attack. this base that is causing us problems, what do you mean you don't want to do that? Yes, really, this iteration of the Minutemen is the most successful, but anyway I go in there and have this guy come with us on the most ridiculous part of this mission. he's the guy who was sent here to talk to him and convince him that he's super antisocial, as he openly tells you that he says: yeah, I told them he was the wrong guy for the job like 20 times, but they just didn't listen to me and still So I have the option to tell him that he's useless, so I show up to my dad again to tell him that everything is great and he tells me to give a little speech to the people of the Commonwealth.
He wants me to record a broadcast telling everyone. in the Commonwealth that we are the future, that we are not with us, that we are making things better and also that we have a source of nuclear energy to power our facilities. That last bit seems a little strange, why do we tell you that? This helps them while they live on the dirty surface of the world right now. Whatever doesn't matter, doesn't matter, just as I can tell you literally any of these options and it doesn't affect anything except my sense of pride and accomplishment. I head over to the DC radio, plug some random parts into their correct slots, and return to Dad after turning on the reactor.
It's time to attend another meeting, except this time I'm in charge. I'm not in charge now. The script is me. We can literally leave, yeah we don't need to fight the brotherhood or the railroad and everyone else is like, uh, yeah, but we do, there's no other option, so anyway you want more synths or better weapons, I'll tell you. how do you make the call, surprise me, uh, okay then. The option to surprise me has literally never been more appropriate than now, so yeah, we're going to war after talking to Sean and having him say I'm sorry, Dad, it doesn't matter if you think you're going to fight everyone in the Commonwealth right after that we said that. we were here to improve everything is a mistake we are all on the wild ride Bethesda here I'm afraid this is an order I'm afraid it's me you put in charge here boy so I run out and make new holes In all the railroad leadership , which bothers me not because I love the railroad but because of how weak it makes the school seem.
I mean, these idiots were never going to be a real threat without my help, they'd be kind of annoying. but gosh, there's really no diplomacy here or I just don't know how to ignore them unless they hijack a synth from time to time, I mean, I understand where the institute is coming from, but I also think it's sad that their first decision as soon as it was announce to the world is to murder a group of people who are wrong in their eyes. The brotherhood makes a lot more sense due to their nature and the fact that they would never be open to negotiations, but the railroad, you know what Valentine's Day?
He doesn't like stealing from the dead's boxes and pressuring people in delicate conversations, you know what? Valentine is impartial to the wholesale slaughter of people who are doing something they feel is better for the sins, why is this guy still with me? So, you want to hear what? this guy says about the brotherhood, buckle up for this logical train, so father says yes, if we attack the brotherhood, they will send more people after us from other areas of the world and that makes sense since these guys are not just I'm going to let the institute exist at all there will be no negotiation the railroad probably could have been convinced if some sort of minor concessions had been made or maybe they could have just been incapacitated without being killed something like that the brotherhood on the other hand is We will need the kill, so to combat the inevitability of the brotherhood retaliating with other forces across the country, this guy says, yeah, we're going to scare them, we're going to show them that they don't want to mess with us.
We'll let them know that we can bring in troops out of nowhere, yes that's scary for the average group, but the brotherhood, if they thought the railroads were bigots, wait until you meet these guys, these guys are bigots, they'd start recruiting kids to the battle. before they got scared enough to back off without a fight, I mean attack them, yes it sure works, but then not being prepared for retaliation, they will definitely retaliate, it's just a matter of time you know, never really I realized that Dr. Lee is the same Dr. Lee from Fallout 3 until he tells me that he helped get Liberty Prime online.
I think that memory just fell by the wayside or something, but yeah, my goal here is basically to escort a synth that's a walking virus to Liberty Prime, which is the big walking death robot from Fallout 3. Once When the synthesizer enters, it will corrupt him into thinking that the brotherhood airship is a communist vehicle and will explode it from the sky. It's a great plan, except for the part where I'm escorting a fragile scent. Heavy fire, why wouldn't they create a backup virus on a chip and ask me to upload it from a quest mechanic's perspective?
Maybe escorting the synth will make it load automatically without any further information, but if the synth dies, I have to do something. It's kind of a puzzle while I'm under fire to upload the virus manually, it seems a little strange that they're depending on their whole plan on this thing living, but then again, you know it's not actually going to die, it's a Bethesda game, can you ? Imagine a weird game screen ending in this game due to the death of an escort, so yeah, raiding the guild is hard, they make it look like it's a less fortified place, but holy crap, this is it. one and a half battles, it was non-stop carnage. for the most part, I have to break the generators that emit this kind of anti-teleportation field so the synths can transmit and then I have to defend this lanky little robot from dying while he goes communism on Liberty Prime.
Actually, it's really cool. I fought like I had a lot of fun, especially when it came to knocking out the guild members I recognized. I even saw Maxon ride into a badass vertibird to fight us, which was really cool, too bad he got stuck inside a building, well, great. is reconfigured and Death pulls the Hindenburg out of the sky before we teleport to safety to watch the fireworks. It's actually a really cool quest, so we've finally completed it. We have beaten the game once in four. You return to Sean, who dies. in his bed surrounded by unfathomable amounts of medicinal and scientific resources, then the credits roll and your character monologues about how he searched for his son and then found him and then his son died and then you wake up again and now everything is blue, congratulations, okay let's give My final comments on the institute here, these guys have repeatedly claimed that they are the best thing in the world for society and realistically if they were a genuinely altruistic organization looking to use their technological and medicinal advances for good common, then they would easily surpass any other faction in terms of raw potential when it comes to helping the world, but they are not good people, these guys and their philosophies are full of hypocrisy, they are no better than any other threat that claims to have control over the world. world.
Commonwealth because, while the brotherhood is fanatical and will do anything to wrest control from thepeople and harvest their technology, at least they are very transparent about it. The institute and Father in particular constantly berate other factions for being violent and constantly comment on specific instances of their actions. get innocence killed, and yet the institute has no qualms about slaughtering countless lives to strip a city of the parts it needs, they have no problem disappearing innocent people and replacing them with gen 3 killer synths to make sure their interests are preserved and that includes a little story that nick tells you about the community trying to unite under one flag and suddenly a synth from the institute infiltrated the big meeting where everyone was supposed to finalize this unification and killed everyone the leaders, the management of the institute will sit here and claim to want the best for the community while getting excited to finally get revenge and respect for all the years of people hating and doubting them in the past.
The reason these guys even have Sean as their director is because of the leadership back then. ordered him to be kidnapped and all the other vault dwellers killed besides you, you know there are hundreds of super mutants in this game, they were created on the west coast, but somehow there are a lot of them here, that's because of the institute in the one they were. They went around with the fev and made a whoop and ended up creating super mutants, then dumped them on the surface, shrugged and continued experimenting with their dumb synthetic gorillas and stuff, that's why Virgil got him out of there, ah, I forgot to give Virgil his.
Tendees, don't forget our agreement. I have helped them the best I can. If they can get there, they will find that serum. It's my only hope to be normal forever. Well, yeah, anyway, Virgil made a cure. You know those guys in the. The laboratories also knew about this cure and yet they did not go. Oh, we should help humanity by trying to fight the mutants we unleashed and cure them. The reality is that these guys are basically Vault-Tec 2.0. Your son is a manipulator that he launched. He brought you into the Commonwealth to see what would happen and then pretended that he cared about you and missed you all this time on his deathbed and the worst thing about all of this is that almost no one addresses these things.
Every now and then you will hear something. from someone like Dr. Lee or something and I'm sure your character can complain about it in some sleazy dialogue, but you can't do anything about it except join another faction and annihilate the institute after seeing the final paper . I can't take the reins and say Hey guys, let's start fixing the wasteland. Can you imagine if you could how cool it would be to choose between turning the institute into a powerful, undisputed death machine of selfishness or a benevolent force for good, that does things like cure super mutants, give people a constant supply of resources, rebuild cities? , stuff like that, but an ending is an ending with consequences, you can continue with side quests, but anything else is out of the question and it's a real shame, let's move on to the brotherhood because after all that, I could really go for something ad victorium , so we're not going to go into every little detail about the guild quest set because a lot of them are petty things that just need to be done before we get to the real stuff, so long story short, we give one of the fish fat people from the brotherhood some information that I took from the institute.
We convinced Dr. Lee to return for an almost comical conversation about how the institute is not helping the Commonwealth and is destroying innocent lives in much the same way. the brotherhood is and we will eventually rebuild liberty prime unfortunately the quest structure for this particular stretch of road is shoddy at best before it's time to find parts for prime i literally have to talk to maxon talk to lee talk to ingram talk to maxon talk to ingram talk to lee and then talk to ingram again and they are always one loading screen away which hurts in this game because for some reason the loading times even on an ssd are quite Well, it's from 5 to 25 seconds, depending on what we do.
I reload, but eventually manage to sneak back into the glowing head of the sea through this strange pyramidal structure that houses gigantic nuclear warheads. Talk to this crazy bastard to convince him we're here to spread radiation and then secure nuclear weapons to rearm. Liberty Prime I think what makes me most happy here is the amount of pats on the back the player receives for their hard work with this faction with the institute. I always felt like yeah, I thought you would do that. fool, here's your next task, at least the guild is very excited about how much you're helping now that we have a mission with a good idea behind it, which I actually remember, so you report to Maxson who is angry and asks why have they been working with a synthesizer and I look at Nick and say, oh, they figured it out and then he says, you knew the dance was a synthesizer all this time, oh, you're still clear on it, Nick, they still think you're one of them, yes, this whole conversation is completely stupid when there is a walking, talking synth chilling behind me while my follower, the institute and its creations must be destroyed to preserve our future, so yes, the dance is a synth that it would probably be a big twist if again, well yeah, but either way, where to track down and kill the poor bastard now that he disappeared right around the time these guys figured out what he is, can you believe synths are replacing humans with exact duplicates?
It makes me sick, so we head over to The Overseer here who tells us how he discovered that dance is a synth after I extracted the data from the institute and gave it to the guild. I know the institute never expected to be infiltrated by any means, but if I were them. I would have put a photo of Maxon there under some kind of made up synth designation. Can you imagine that mission could choose between believing Maxon, who went into exile, or working for the new guild leader who replaced him and taking Maxon? It would have been awesome, you could have even had a character arc where Maxine questions his existence and begins to sympathize with Synthmore if you choose to side with him and reinstate him as leader of the guild.
I mean, honestly, it could have been a quest to see his father. waiting for me when I entered the institute, they knew I was going, they could have easily thrown some fake files in there, well Halen is very upset, but then the supervisor reminds her that she is part of a group no questions asked, carry out your orders or This guy of military rule I think our best approach would be to identify each place you have visited and eliminate them as possibilities one by one. That doesn't sound tedious. Luckily, Calling me confides in me about a place they promised to hide if anything went wrong and told me that was where I could probably find Dance, so after contacting him, I came face to face with Dance, who is smaller than never.
It's actually a bit jarring to see this usual mountain of a man without his power armor and despondent standing there awaiting his death, he has absolutely no fight left in him, he's just waiting for you to kill him to do the bidding of his beloved brotherhood. He tells you that it doesn't make sense to remember his childhood, but that orders are orders from here. You can kill him, forgive him or walk away and he will kill himself. Obviously I choose to forgive him and convince him to flee the Commonwealth, but lo and behold, here comes Maxon, who followed me.
He goes on and on about how he knew I would do it. I can't do it and then he orders me to kill Dance right there, wait, okay, so the guild commander sent one of his soldiers to do something, but then he didn't trust him enough to do it, so he left. personally. Aha, when I don't, are you kidding me? This guy literally has nothing better to do, why wouldn't he send a paladin or two with me to make sure he gets the job done? This doesn't make any sense and is more about writing in the moment than making any kind of sense.
This is that, like any other conversation in this game, the outcome doesn't change no matter what you do, you can kirk cobain immediately and you get promoted, you forgive him first and then you kill him and you get promoted, you forgive him and then you fail. the speech check and maxin kills the dance instead and you get promoted for some really cool reason, great quest design like i said, i enjoy the idea of ​​the dance being a synth, i think that's cool, but then all this it ruins it what's even funnier is that maxon only follows you if you save dance if you kill him he's still in the base i guess he only trusts you in case he knows you would kill dance directly the worst of this I actually still enjoyed the back and forth a bit, I enjoyed the dance, realizing that he had nothing to be ashamed of, that he fought hard for the brotherhood and his beliefs, I liked hearing him decide that he was at peace whether he lived or died, since he knew exactly. who I was now, I appreciated Max's speech about how he thinks synths are just time bombs and everything they've done to harm humanity.
It's a good idea, but if you wanted this conversation, you could have had all of this. The place in Pridwin is not allowed to dance because honestly this place he hid in has three turrets and two wards and that's it, it's not even really a level per se, it's just a stage for the story to unfold anywhere, so I get promoted and then they tell me that the railroad could build a Lego catapult to attack the brotherhood, so we have to take them down. The difference between this extermination and the last one is that the railroad knows immediately that we are coming and that the brotherhood. send help, it's pretty much the same, just with less element of surprise, although there is an extra step to reprogram your robot to work for the brotherhood, but beyond the same, the next mission follows the same pattern with even more copy and paste. in which I looted the mass fusion building for the beryllium shaker, except on the other side of things, what I find strange is that the two times I went to smash the railroad I never got an in-game warning about the decision that I was taking. and yet when I went to attack the guild or the institute, the game was like, dude, are you sure that makes me feel like the developers favored the last two factions over the railroad?
They even make sure you manually go to the teleportation room in the institute or the vertibird in the prydwen to get to the mass fusion building, but yeah, this mission is literally just a repeat of the last one, except the institute got there first, so the reason the brotherhood needs the agitator is to crush this big load of kami. build move without sucking juice from the Goodyear blimp that's parked across the road, so now we get to experience Fallout 3's Broken Steel DLC again, but now with better graphics and 15 percent better AI. Chinese victory probability impossible.
This is easily the most boring mission. I've ever played a Fallout game, do you know why this worked in Fallout 3? Because the power armor clad enclave had enough presence to break through Liberty Prime's defenses, plus there was ridiculous patriotic music blaring from this big pile of scrap metal. That made everything so much more fun and cool in its own way. That doesn't happen this time. I draw my gun several times expecting to have to be here for some reason, but it's just not necessary unless I want to try. draws some XP before Prime wipes out whatever you're looking at, it's just a bunch of little timed events like giants appear and shoot them with Prime and it gets really old after about three minutes, but the march lasts a good few 10 to 12.
Why am I? Anyway, these guys wanted me to escort this unhurtable thing for some reason, but it's pretty obvious he doesn't need any help. I guess you could say they don't know what could happen, but I mean, this is just it. Ridiculous, it doesn't even remotely hurt if the developers wanted to show this off as if it were some kind of awesome event, they could have made me follow it for a few minutes and then turn on the guild radio and say, uh, yeah, okay, you can. uh, go ahead, we'll meet you there when Prime finishes liberating the communist threat from the Commonwealth.
He shoots a big goofball laser at the ground and creates an entrance for us to enter the institute because that's how it works, I guess. He also dropped a nuke there in case it's not such a bad mission from now on since I can raid the place I was so familiar with before this. I think the best part is how ruthless the brotherhood is here and killing everyone including the scientists who aren't fighting just trying to escape is as brutal as you would expect with these guys and I finally make it to the reactor door that is sealed, so I have to run to the computer. in theSean's office and hack it to open the doors the password is loot just loot apparently these brainiacs were playing 5d chess and reverting to simple passwords instead of xyz Pussyslay20 exclamation points long after I opened the doors Sean comes out of his cocoon to Tell me what I have condemned the Commonwealth.
I call him a stupid nerd and I dominate him with Kellog's gun. Then I head to the reactor, blow it up, and teleport out of there. The ending has little robot Sean from earlier running towards me. and begging me to save him, this has no effect on the game, honestly it has no effect at all. I'm sure maybe you can talk to him later. I haven't interacted with him at all, except for that time he thought I was going to kidnap him. this is all just a failed attempt to make the player feel some emotion for no logical reason, good writing anyway, we teleport and the institute explodes and then the exact same credits sequence appears exactly the same, really yeah, it's become painfully obvious that this is the only sequence in every other game, it tells you what happened to the various towns you met, the factions you interacted with, and the overall impact you've had on the wasteland, this one alone gives you a vague overview of his journey and makes sure to say that the war line changes, never war, okay, I'm starting to get a headache and only the railroad can cure it, so the railroad mission list is substantially smaller than that of the institute or the guild, which again points to the idea that the developers didn't care when they were designing it, my first mission is to return to the institute and try to make contact with the person who has been transporting since then to the surface to help them escape after contacting them in a terminal I meet up with a guy named liam and a synth named z1 who has been helping liam help the synth escape.
Liam then says that he has a plan to help a large number of synths escape in one go and tells me that I will need to recover a password to enter one of the old surface terminals to do so, so I inform Desdemona. , who gives everyone a moving speech about how they are going to help so many synths now that we have the opportunity to rescue more from than we ever dreamed of how many pennies you want to escape you want the ones I know for sure 13. really an innumerable amount of sense common, so they guide me through a tour of the polymer laboratories to learn about the employment opportunities that await me in the field of scientific research.
Should we start your application now? I don't have time for this and then return to Dez to start the next part of the plan which has me contact the couple from before and give the disgusting human the rest of the time. Operation Desdemona thought I'd be too soft to risk other humans dying from this, so I went back and convinced z1 to take up arms along with his fellow synth escapees to make a grand escape. Also, I didn't realize it. so far, but this guy has the voice of matt mercer, i don't know why that's important, but anyway it made me happy sincemona was right in her assessment when asking liam about the possible violence that could break out and he told you that We'd just back out and Live to try another day, no, that's silly.
This guy is out, so after swinging on a cafeteria chair for 24 hours straight, I go back to z1, who tells me that he should kill the guards at the mining site where the synths are. They are parked to escape, then they will collapse the tunnel to make it look like they all died in a tragic mining accident because God knows the institute is not thorough enough to try to investigate the dead bodies of the guards with bullets in the head or me. I don't know, I try to dig the cave and not find any bodies, so I go down, throw a couple of bottle cap mines at these groupers and then the smells are good, we'll do the rest right, let's work for me when I get back. at z1 i'm given the directive to just work with father moore, this means i have to do all the institute missions until i'm ordered to take down the railroad, which means you can argue that new vegas does this kind of thing too where many of the missions are the same, like taking down Mr.
House's brotherhood, the NCR or the Legion, but man, it sucks that you have to do all this again if you want to aim for the other endings of this game, so obviously. We will progress until we reach the stage where the institute is ready to attack the railway again when everything is recovered thanks to hard work and definitely without any console commands. z1 warns me of an imminent guild attack on the railway, so I return to the railway to warn them and here comes the flood. Well there's a good thing, I don't know about 15 guild members to eliminate, which isn't much, but this pretty much follows the trend of the little ones. battle before the big battle that all the factions go through, except there's a strange matter of order here, remember, paladin brandes, the guy isn't hostile, in fact, when the fight starts he starts spraying his own people too, I don't know what to do. that, but unfortunately the mission is not completed until he dies.
Funnily enough, not even the brotherhood was technically hostile towards me until I killed Brandes, so there must be some kind of weird logical error here, so the next step frommona goes well, let's kill the brotherhood by taking down the pridwin. I'm sorry, you're going to do what you're telling me. These c-tiers have this ability throughout the game. They've simply been too weak and stupid to hijack a vertibird until he gets there. like a glorious shining god to do it for them, I love Desdemona's sass, it's going well, we need a vertibird, go get it, this kind of thing doesn't usually involve a please and thank you, and on top of that, Dez claims that because Tinker Tom has a galactic brain.
He can fly a vertibird perfectly without practice. He downloaded the information from the array. We get some wheels or wings or whatever. This definitely won't go wrong, so what an ingenious plan these guys came up with. con is next to fly to the floating brotherhood of steel aircraft carrier using a pilot who has never flown a vertibird not to be shot down by countless other vertibirds and soldiers around the area jump and run towards the pridwin find a place to set an explosive charge from the inside and then run away while it explodes, yeah that's what peak intelligence looks like guys, no wonder you couldn't pull off this plan you had on hold for so long, it's literally a suicide mission for anyone but a deity likes the player, this is how it actually happens: we hijack the plane.
Double T tries his best to get us to the airship. The deacon does his best to convince the air traffic controller that we are not really three trained circus monkeys on a plane. We land, no one checks who is in the vertibird. I run towards the ship and every person on it starts shooting at me so I run while tailgating until I plant the charges and then I run back to the ship and jump into the Vertibird still works Tom forgets how to fly in a straight line after all that practice which he just had and then the explosives go off and the aircraft crashes.
My game got so excited about it that it crashed for the first time. This whole video fell apart. The whole mission really puts the railroad into perspective. They are like the epitome of maximizing luck and minimizing intelligence and every major thing they have done successfully has depended on me or pure luck despite acting like they are one hell of a guerilla. war is a symbol of justice in the community, but then again the brotherhood just lost their commander, their main airship, and countless troops to seven bottles of nuka-cola and a power armor, so it's hard to say who the biggest idiots are. large, so the final mission is another. brotherhood final mission clone same route same objective same voice lines except for different and with different people i will say that sean wasn't lying in bed this time for some reason but whatever and the ending cinematic is actually identical to how I imagined it would be God, that bothers me, well, the last faction, the Minutemen have the least amount of unique missions so far, which is really a bummer.
I mean, the amount of potential these guys have for interesting and unique missions is amazing. The Minutemen have that colonial vibe. and they could have easily had you running around and raiding historical sites around the Commonwealth for various story related weapon armor plans etc. I feel like the developers looked at what they did with Fallout 3's story and said they already had it fact, but there were so many important colonial events in the Boston area that occurred and could have been played with the railroad, at least it has quite a few side quests that are not radiant (they are actually the most in the game of all the factions, but the Minutemen have absolutely nothing but lots and lots and lots of radiant settlement quests.
I almost feel like the developers were ordered to put in four factions and they spent all their time in high school, the brotherhood, and then started on the railroad, but when the Minutemen came along they just decided to call it. This is only further exacerbated by the main quest you get, so I get the data from the institute. Return it to Sturgis and then talk to Garvey about attacking the institute. He says: No, we're not ready, we need settlements and this is it, you recruit eight settlements in total and Todd Garvey decides to let you continue playing after the recruiting excursion.
Word reaches me that the castle is about to be attacked by the synths, which brings us to our first and only truly unique final mission for the Minutemen after shoring up the castle's defenses while fleeing Ronnie. I'm ready for the big battle. I feel pretty good about our defenses, but I'm sure it wouldn't hurt to take a look and shore up the weak spots. Yes, this is basically a tower defense game as I set it up, although eventually the synths get by. break my turrets and generators but that's okay after all is said and done it's time to invade the institute once we reach our objective you will need this is a fusion pulse charge but first take this is a fusion pulse charge you are going to need This, that's a pulse fusion charge under your belt, the mission has a roughly 12 minute preamble in which you actually make your way to the institute through a sewer pipe system before rounding up Garvey and the boys, but after this it's exactly the same.
As always I will say that Dad shows up this time and I actually have the option of convincing him to help me evacuate as many people as possible and at the same time turn off three entire synths so they don't attack us anymore, that symbolic gesture. It was pretty neat and seems to be exclusive to the men's men and interestingly that's all for the minutemen, however brief the ending reels and the surprise, the surprise is the same old same old if you get on the bad side of the brotherhood at At any point before or after this, there is also an optional mission to destroy the pidwin with an artillery strike, which is as easy as it's ever been.
I mean, there are some vertibirds to deal with afterwards, but it's a very short and sweet excursion, but that's it. the main part of the game and I'm not going to lie, I'm sick of Fallout 4 and it's not that the gameplay has gotten much more cumbersome, it's not that I wasn't still enjoying leveling up and upgrading gear and all that. Honestly, that was just replaying the incredibly poorly written main story four times in a row if the game had rewarded you with anything more than what it gave you, I probably would have felt a little better about all of this, but as it is.
I'm really exhausted despite the good things the game does. My big problem with these endings is that they don't feel like endings, but rather like bigger quests in a regular quest chain, sure all the last quests feel like These things are epic in their own way, but none of the cutscenes that follow It feels particularly satisfying in no way. If I had to try to guess what happened with these things, I would say that the developers really thought that what makes an ending an ending is a big fight, it doesn't matter that there has to be a big fight if that's there and it's more bigger and better than ever, that makes the ending good, but that's not the case.
Sure you could argue that all of the New Vegas endings involved a big fight. and that's true, but there was a lot of interaction between the different factions, a lot of back and forth interactions between the boomers and the brotherhood and the strip families and the big cons, as well as direct conflicts and exchanges between the ncr, the legion and theMr. House. Fallout 4's interactions, on the other hand, felt as hollow as they could be and this is only reflected in the fact that I was practically forcing myself to complete the game the second, third and fourth time.
There is a very important reason why I just stopped. I played through part of the main story the first time and I think I finally got to my answer. It's some of the worst storytelling I've ever seen in a main quest and a Fallout game and that's a shame because the potential here for a genuinely great story was out of this world. Many of Fallout 4's factions are so one-dimensional that I don't need to play other factions' quests to understand their corresponding factions. I don't feel like I've received an incredible new insight into railroading. which I didn't fully understand just from his introduction, I don't feel like the brotherhood had much depth beyond being ruthless tyrants after playing alongside them and don't even get me started on the good generics in the game.
The Minutemen, the only side I can really say I learned a lot from through the game was high school, which was definitely a good decision, but even its ending was pretty abrupt and seemed to depend on the emotional connection you felt with the death of your son. which had about as much impact as someone throwing a piece of popcorn at a plane, I mean, even the end of Fallout 3 had you sacrifice your character to radiation or I guess one of your allies, it felt finite and definitive. It played out like the end of a long story at least until the DLC came out and Bethesda was like ah ah uh nah just kidding uh you didn't die because they were written in a corner but when I think about New Vegas and how much I learned about the ncr and how my feelings developed. from thinking they were cool to being pretty upset with the varying amounts of stupidity they brought to the table to getting a whole new perspective on why the legion is the way it is and how it came to be such a strong faction. which is just a night and day difference between the storytelling practices of these two games and even if one could argue that the Yes Man route where you do everything yourself in New Vegas is similar to Minutemen in that there are actually No There is no surprising new character development.
Basically, you're still pissing off all the major factions and burying them for no other reason. So, hey, I can do better and that's great. Am I being too analytical about constructs of a fictional video game timeline? You can bet your ass I am, but it also doesn't take a genius to realize that there are so many ridiculous errors in judgment when coming up with Fallout 4's story. Logistics went out the window in favor of creating a pseudo-story. forced emotional that is supposed to make the player say wow, that's crazy and would probably work if the player turned off their brain instead of thinking for five seconds and that's it.
I'm not going to dive into complex technicalities like the fusion reactor in high school. be a nuclear model when real life nuclear reactors are based on fission and say wow, that's so stupid because then it doesn't really matter much and there's a chance that in the nuclear universe fusion reactors have become much more common than in real life, but when the logical obstacles I have to jump through to make your story make sense are a mile wide, it's hard to just ignore them, since Fallout 4 video game logic is such a strange mix of non-stop fun. that you can create for yourself and heartbreaking. poorly written rpg design, it's really hard to think of it as a story driven action rpg when you compare it to knights of the old republic, vampires, the masquerade, warlock dragon age origins, mass effect and , worst of all, the game. predecessor fallout new vegas it seems to me that Bethesda's approach has been to make the game as replayable and action-based as possible and these are not bad goals, there is literally nothing wrong with that being your approach at least per se alone, but when you sacrifice the story of your game and how good it feels to talk to NPCs and these basic things that previously defined the franchise, it's not a good look for a series that has historically thrived and has had a lot of resources and money at your disposal to do so.
As good as it gets, I'll put it this way if you're looking for an action RPG where you can create your own fun and play however you want. Fallout 4 is easily one of the best games in the genre, but if you're looking for an action RPG that's fun to play but still has those memorable moments, those amazing characters that you want to revisit again and again, then Fallout 4 falls flat on its face in almost every way of the idea I really want. I hope Bethesda learned from their horrendous Fallout 76 fiasco that people generally want more substance in their Fallout games.
You can make the gameplay pretty close to the first category, but if you remove the heart of the series, it will only make people indifferent. Regarding gameplay, I feel like Fallout 4's forced interactions, shoddy writing, and the way NPCs were treated as simple quest givers for the most part were the precursor to what became 76, but I also hope That with the blowback that 76 received and the continued rumors about the greatness of New Vegas are enough to help Bethesda reevaluate what made this franchise special or maybe Fallout 5 will simply be an improved edition of Fallout 4. Thanks for look, sweet merciful, it's been a while since I made a video like this, but it was an interesting journey as much as I would love to move on to greatness.
I'm sure Fallout 4 DLC is something I can't do yet, but I'm thinking about doing something else, I don't know, star. cyberpunk wars related to one of those two, we'll see, but until then I still have Christmas t-shirts for a limited time, yes, sure they are related to Pokémon or Animal Crossing for the most part, but they are also cute, so consider that. I have also been streaming almost every day this month on my Twitch, except for a few days during the holidays, if you want to participate, I am currently running a giveaway where I will be giving away a copy of Cyberpunk 2077 on any platform to some lucky person who follows me alone I ask that you be in the chat on the 30th if they call you to win and that you follow my twitch obviously I also have a twitter where I complain about things that I don't.
Usually it's just random and it updates. I have a discord where people chat while waiting for me to do something and I have a patreon and that's it, merry Christmas.

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