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Fallout 4

In Fallout 4, combat really hinges on how well can you handle a controller. So if you can make good headshots, you can score some fairly quick kills.... sometimes in one shot, other times (depending on the toughness of the target), it can definitely take 'em down a notch.

Go for the legs, especially against the Feral Ghouls!

Yeah, sometimes slowin' 'em down can be pretty fun. :D
 
In Fallout 4, combat really hinges on how well can you handle a controller. So if you can make good headshots, you can score some fairly quick kills.... sometimes in one shot, other times (depending on the toughness of the target), it can definitely take 'em down a notch.

Go for the legs, especially against the Feral Ghouls!

Yeah, sometimes slowin' 'em down can be pretty fun. :D

Most times, if the shot to the leg doesn't kill them, it disables them and my companion goes and finishes the job while I move on to the next enemy.
 
I think that RPG's of any type really have a lonnnnggg way to go before even small actions can affect the total outcome of the game.

When I had Deus Ex for PS2 years ago, I was amazed at the freedom you had to do things, but ultimately, there was only two or three outcomes, and they could be easily altered near the end of the game, and it didn't matter what you did in the earlier parts of the game.

I think games are getting better at it, but still not quite there.

I agree with that, that it's really hard to really give character control over outcomes. Another problem is that companies don't want to lock characters into any choices so any choices you make before the final ending flag are necessarily superficial. They can't implement any system where NPCs will either join you or attack you based on your prior actions, because they're afraid the kind of players who desperately need to 100% a game to consider it finished will complain the game lets you 'screw yourself'. So in some ways it's the gamers who sabotage the possibility of true player freedom.

I think the reason it doesn't bother me as much in Mass Effect is that Shephard isn't a mute like most characters in those kinds of games, so he feels more like an active participant instead of a passive participant in the story. In a lot of games it feels like the main character is just being ordered around by a bunch of selfish assholes.

I'm a big fan of games like Arkham City because they practice more the JRPG style of storytelling where the character has his own defined personality so the character actively drives the story instead of just going where others tell him to.

I know, the idea behind the mute lead character is 'The character is YOU.' Except, the character can't be me if I'm still forced to do things I wouldn't decide to do. I think if you give choices to the player, they should be real choices. I'd prefer no choices to fake ones.
 
It's unfair to demand games like these from publishers because you are essentially demanding chaos theory to be implemented into a game where every small decision will change the ultimate result at the end.. what kind of computer could run such a game and how would you design such a game?

All a company can do is think of a story they want to tell and in the case of Mass Effect/Fallout/Skyrim etc type games give the players some choices to influence the meta story that would lead to a half dozen or so different endings which is well in the reach for modern computers and game design.

It won't satisfy everybody and that's not possible but demanding an entire game changer just because you saved some random NPC in the Wastes is a bit too far fetched.

I like Fallout 4 so far (even if i'm not very far into it), it's got a shit ton of stuff to do even if you don't blast through the main story (the same as Fallout 3, another time sink) and that's all i want from a game.
 
At this point, I'm not really asking game developers to make the kind of game where "every little decision you make" can affect any number of outcomes. I just like the ability to walk the world, do lots of side quests, build my character up, and defeat more bad guys. Do what I can with the loot. And in this game, kinda sorta try to rebuild civilization.

This game borrowed heavily (it seems) from the Xbox exclusive "State of Decay". That was a game I really enjoyed too. Walk the towns, kill the zombies, build and maintain your safehouses/communities, see to their well-being.

Fallout 4 streamlined a lot of stuff, added a lot of stuff... I'm still lovin' it. And I haven't even beaten it yet. I'm just taking on random missions, occasionally delving into storylines, building up my settlements and supply lines.... lovin' it. :)
 
^ Actually I rather think the game borrowed more heavily from the modding scene of the previous two games. Just about every new major and minor feature was a popular mod on Nexus first.

This includes things like building settlements, the less dreary world design, dynamic weather, creatures with variable sizes, modifying weapons, or hell, even just the ability to sprint! There may have also been one that had they layered armor thing but damned if I can find it...though come to think of it that may have been a Skyrim thing. Anyway, all of which pre-dates 'State of Decay' by several years.
 
^ Actually I rather think the game borrowed more heavily from the modding scene of the previous two games. Just about every new major and minor feature was a popular mod on Nexus first.

This includes things like building settlements, the less dreary world design, dynamic weather, creatures with variable sizes, modifying weapons, or hell, even just the ability to sprint! There may have also been one that had they layered armor thing but damned if I can find it...though come to think of it that may have been a Skyrim thing. Anyway, all of which pre-dates 'State of Decay' by several years.

You may well be right, Good Reverend.

I'm not really a PC player, so I didn't have a frame of reference for that until now. My experience is largely console based, so that's why State of Decay was so readily referenced in m'noggin. :)

Good Lord, the Deathclaws in this game are towering monsters now...like I imagined they should be.

Thankfully, I have plenty of "hurt you real bad" weapons to deal with them. :D
 
Good Lord, the Deathclaws in this game are towering monsters now...like I imagined they should be.

Thankfully, I have plenty of "hurt you real bad" weapons to deal with them. :D
Pfft, I just kill them with a single 10mm bullet from Deliverer with Gunslinger, Ninja, and Mister Sandman maxed out. :p
 
I'm 10 hours in (yeah, trust me, I know) and I have two basic, strong sentiments:

1. This is more Fallout 3* and I'm 100% fine with that.

2. The Minecraft-y bits feel like a utterly perfect fit for the setting, almost ridiculously so. I enjoy them quite a bit, and I think the fact that they're completely optional was a sensible design decision.

*(with a typical Bethesda-level of ever-so-slight streamlining)
 
Good Lord, the Deathclaws in this game are towering monsters now...like I imagined they should be.

Thankfully, I have plenty of "hurt you real bad" weapons to deal with them. :D
Pfft, I just kill them with a single 10mm bullet from Deliverer with Gunslinger, Ninja, and Mister Sandman maxed out. :p
Showoff! :p :D

I'm 10 hours in (yeah, trust me, I know) and I have two basic, strong sentiments:

1. This is more Fallout 3* and I'm 100% fine with that.

2. The Minecraft-y bits feel like a utterly perfect fit for the setting, almost ridiculously so. I enjoy them quite a bit, and I think the fact that they're completely optional was a sensible design decision.

*(with a typical Bethesda-level of ever-so-slight streamlining)

Very good points. :)
 
It's unfair to demand games like these from publishers because you are essentially demanding chaos theory to be implemented into a game where every small decision will change the ultimate result at the end.. what kind of computer could run such a game and how would you design such a game?

All a company can do is think of a story they want to tell and in the case of Mass Effect/Fallout/Skyrim etc type games give the players some choices to influence the meta story that would lead to a half dozen or so different endings which is well in the reach for modern computers and game design.

It won't satisfy everybody and that's not possible but demanding an entire game changer just because you saved some random NPC in the Wastes is a bit too far fetched.

I like Fallout 4 so far (even if i'm not very far into it), it's got a shit ton of stuff to do even if you don't blast through the main story (the same as Fallout 3, another time sink) and that's all i want from a game.

I'm not asking that of developers, I just don't like feeling like my character is spending the game being bossed around, and I don't like feeling like I'm being conned into thinking I have control. Other than Mass Effect and maybe some of the Shin Megami Tensei games, games where characters aren't provided their own personality feel like their role in the story is passive.

And I'm not asking for every little decision to change the ultimate result. Just, maybe my reputation should affect which NPCs are willing to ally with me. And maybe, if I side with one faction, I shouldn't be able to later side with the opposing faction. And maybe if I step away from that faction for 200 hours I shouldn't be able to go back to them and have them behave like they just saw me yesterday.

I like characters with strong personalities, and Shephard is maybe the only exception where a character whose dialog I am in full control of feels like they have a strong personality.

I think I'll put Fallout 4 on my Gamefly list rather than just blind buying it. Seems like I might enjoy it.
 
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Skyrim was even more hilarious in that regard.. kill a small monster and get a huge honking sword out of it :lol:
 
The other day I put a headshot on someone and she flew way up into the air. How do you physics, Bethesda? How??

It's the JFK Shot module i guess :shrug:

Ah, right, I forgot the part of the Zapruder film in which JFK, upon being struck in the head by a bullet, immediately launched straight up out of the car, 30 feet into the air, then crumpled in a pile on the grassy knoll.
 
The other day I put a headshot on someone and she flew way up into the air. How do you physics, Bethesda? How??

I went to Sanctuary on a mission and one of the trading cows (I don't remember what they're called) was up on the roof of a house.
 
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