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Fallout 4 Pre-Release Discussion [GAME RELEASED, GO TO NEW THREAD]

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Jun 5, 2015
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So what are the qualifications for 'GOTY'? It obviously isn't writing, animation, or innovative game design.
 

Metro

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I hope TW3 as its close enough to AAA popamole to reach the mainstream audience, yet actually being a good game despite.

Ahem.

Louisiana would be neat. Lots of really fantastically shitty places and people to nuke/mutate. E.G. Angola occupied by human-hating/farming/enslaving ghouls. Seriously, how'd we get from grim / mean motherfuckers like Set in Fallout to that sap Gob in Fallout 3?

If I were writing a Fallout: New Orleans it would be something like...

- Upstate is more advanced, run by 'The Governor' who would be an obvious ripoff/homage of Huey Long. It would essentially be a dictatorship under the guise of a pro-people democracy. His army would dress in militaristic state trooper uniforms. Corruption abound.
- The vaults would have be upstate (explaining why they have access to more tech) as you couldn't really put an effective vault in southern Louisiana given the topography (maybe there's some wacky experimental underwater vault).
- New Orleans would mostly be flooded save for... well... the parts that weren't historically flooded.
03katrina-flood-map.jpg
- Per the map you'd have the mostly wealthy areas of Audubon, the Garden District and French Quarter as an independent city probably under the control of a pirate king. The emphasis would be on control of the Mississippi for commerce purposes with the rest of Wasteland America. A bit cliche but it would make a bit of sense considering waterways would be the easiest method of getting things around.
- Any Brotherhood of Steel presence would probably be far to the west of the map in parts of Texas.
- You could toss in some other minor factions/communities but those would be the main ones.

Edit: Inb4 MCA steals my ideas.
 
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AW8

Arcane
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North of Poland
Pillars of Eternity 2: Deadfire
Donald Duck invented the duckface.

I feel the same when I see somebody who thinks that NCR ending is good ending

It *was* the good ending. But not the *best* ending.
Best ending: Siding with Father Elijah in Dead Money

Very good ending: Caesar's Legion

Good ending: NCR

Bad ending: House

Very bad ending: Independent Vegas

Straight from the secret design manuscript hidden deep beneath Obsidian HQ.
 

taxalot

I'm a spicy fellow.
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Codex 2013 PC RPG Website of the Year, 2015
First comment on the last article

From what is said here, I bet your character is a brain wiped synth who was made to think he is a prewar survivor

That would be totally Bethesdian.
 
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That actually would be better than Futurana ripoff. The tranquility lane vault had pods that could sustain people for centuries but with no possibility of getting out due to muscle atrophy (like Mr House, but without the lich makeover), but the hero/heroine of FO4 seems like s/he took a beauty sleep.
 

Killzig

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That actually would be better than Futurana ripoff. The tranquility lane vault had pods that could sustain people for centuries but with no possibility of getting out due to muscle atrophy (like Mr House, but without the lich makeover), but the hero/heroine of FO4 seems like s/he took a beauty sleep.
It's a rip off of one of the dumbest edits of Bladerunner (the android PC angle).
 
Last edited:

Metro

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First comment on the last article

From what is said here, I bet your character is a brain wiped synth who was made to think he is a prewar survivor

That would be totally Bethesdian.
Many people here have already guessed that given the quest in Fallout 3. There's also a place called the 'Memory Den' seen in the promotional footage. Then again... in the short intro gameplay they did the robot butler recognizes you from the past. I suppose it could have been programmed to 'recognize' you but... eh...

Of course that points towards a 'you're a recreation of someone who actually existed' aka 'if I'm not me how t3h hell am I' Arnold moment from Total Recall.
 

Mech

Cipher
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Jul 15, 2004
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Aimed critical hits are possible because he is an android and can overclock himself temporarily to make the perfect shot. The more you know.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.gamebanshee.com/news/115840-fallout-4-interviews.html

The Telegraph managed to get the scoop on the game's timeline, the influence of gender on the story, the reasons that convinced the developers to set the game in Boston, and more. I'm going to quote a couple of choice excerpts, but I recommend you go read the full interview:

The game opens in Boston in an alternate 2075. The conflicting theme of optimism and fear of atomic annihilation that followed World War II has persisted into the 21st century. It is a fascinating aesthetic, based on visions of the future from the 50s. “In any decade you can ask: what were their designs going to be?” says game director, Todd Howard.

“What were the cars they wanted to make? If you look at the 40s and 50s and you go to the Carousel of Future at Tomorrowland and you see what they thought the future would be — that stuff is amazing. That’s a big inspiration. Like concept cars from the 50s… I thought we drew crazy stuff but the real stuff is crazier.”

...

Fallout 4 is set ‘mostly after Fallout 3 and, while remaining tight-lipped on story details, Howard says that the goings on in Boston and the mysterious Commonwealth Institute were hinted at in the previous game. Boston itself has ‘the right mix of American history, Americana and hi-tech’ that make for the ideal Fallout location.

Attention to detail in its setting help set the stage for a narrative Howard hopes is going to surpass the studio’s previous work. One of the biggest changes for Fallout 4 is that your character is fully voiced for the first time in any BGS game. You can create your own character, either male or female, and Howard says that there are times that your gender will ‘be important’.

...

“A lot of games have voiced characters, but what they don’t want to give up is all the dialogue options. So for us a lot of it was logistical. The voice actors have been recording for 2 years, they’ve each done over 13,000 lines of dialogue. So to be able to do that makes the difference; you still have choice.”
GameSpot:

Okay, moving on, Fallout 4 attempts so many different things at once--it has a building editor, a mobile app, games for you Pip-Boy, a gun customisation tool, as well as the game itself--how on earth do you keep focus on all that?

That is the hardest part. We're lucky, in that nowadays we're not a very big studio--we're just over 100 people. We have about eight more people than we did when making Skyrim. Relative to what we're making, it's a tiny studio.

But it's also the same team; this is the group that did Fallout 3. This is the group that did Skyrim. We're able to work with people that know our systems and design processes so well. We can complete each other's sentences. So that's how we get so much content, but absolutely, the hardest part is gluing it all together.

But I imagine that you, personally, are trying to make sure that everything is all fitting together.

Yeah, we're probably doing too much. [Laughs] If the game sucks, the answer may have been we tried to do too much.

But you have had four years.

We have had a lot of time. And obviously we wouldn't have been ready to show the game unless we were confident about it.

GamesRadar asks Pete Hines about the November release date:

I asked Bethesda's Pete Hines why, when most games tend to allow time to develop a buzz, they chose to announce the game so close to release? "The simplest answer was that we felt like we could," is his reply. Part of that decision seems to have developed from the huge expectations already surrounding the game. "If we didn’t feel like that was enough time to generate the excitement that we expected and the interest that we wanted, then we would have announced it earlier. So part of it is because we felt like it was a big enough title that we could get away with it".

They also asked Pete Hines about the game's crafting mechanics:

The stuff you need is obviously collected from the world, although the systems involved with that are something Bethesda's "still toying with a little bit". At the moment there are two sides to the resource collection - a system for item creation and a system for world building. "With the scavenging for all the individual stuff, you do it at the workbench. Like, you have a bottle and it’s always a bottle until you're ready to scavenge it to use the glass for a scope," explains Pete. "So, you carry this stuff or you need to put it in an inventory and when you go to craft, it tells you ‘this is what you need'".

If you do have your heart set on a certain piece of gear then you can make life a whole lot easier when it come to finding all the bits, according to Pete: "you can actually flag stuff to say ‘I’m looking for this stuff because I want to make this". So, if there's a recipe you have your heart set on you can select it so that "anything that fulfils the requirement gets flagged in the world: 'this thing will give you something that you’re looking for'".

When it comes to creating larger things like buildings, there's a slightly different system that dodges the issue of becoming over encumbered with 14 tires and a couple of trees worth of wood as you wander the wasteland. As Pete explains: "for the larger building stuff it’s not in your inventory, it’s in the workbench that you’re using in that area", handily dodging the issue of not having (overly) magic pockets. It sounds a lot like you'll be re-allocating much of the materials required on site rather than hoarding them on your travels. "So it’s not like you’ve taken that house and deconstructed it," he continues, "I deconstructed this and it's all stored over here and then when I go to build it’s pulling from that inventory of stuff I have. It’s saying ‘okay, you’ve got enough stuff to do X. You can build a wall but you don’t have enough for a door. You can build a bench but not a chair'".

Digital Spy:

When did you come up with the concept and story for this particular Fallout?

"We started right after Fallout 3. It's an odd thing where whenever we do a game, for some reason, and it's not strategic, but I always think of the beginning, and so I'm sitting there like, 'OK, we want to get you in a vault', because the vaults are really important to Fallout, and I really like the stuff before the bomb, I love all the retro stuff, and this would really be a good way to start the game, so that's usually how we start."

What comes next?

"The world. So then it was, like even then, we didn't know what happened in the vault at that point, just that you're going to go in and then come out later, and like, 'OK, where are we going to put it?' Because the world is the main character, so we had a lot of conversations and a lot of debate about different places, but felt that Boston, we already had some stuff that we'd done on it in Fallout 3, there are some hints about what's going on there, and it just had the right flavour of location, of the history and the high-tech stuff in Boston."

...

Can you tell us how big the map's going to be?

"I avoid answering that, and I'll tell you why. If you look at our previous stuff, it's kind of like that. We don't actually measure it like that. Because Skyrim is one size, but the mountains take up a lot of space. That's not really a game place, it's in your way, you have to go around it, so we're not really doing that. In the city, it's very dense, but there is no load - like in Fallout 3, there's a load - for areas of the city, we don't do that. So it's very dense, the buildings are tall, and a lot of them are open, so you can just walk in and around, so... it's big. I wouldn't say, you know, if you played Skyrim, I couldn't tell you it's X bigger, so we're just saying it's about the same size."

For those of you who are going to play on console, Bethesda confirmed via Twitter that the game will be 1080p/30fps on both PlayStation 4 and Xbox One. Resolution and framerate won't be limited in any way on PC, as expected:

Fallout 4 is 1080p & 30fps on Xbox One and PS4. Resolution and FPS are not limited in any way on the PC.

Finally, IGN has a video interview with the voice actress for the female version of the game's protagonist, Courtenay Taylor.
 

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