Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Fallout Fallout 4 Thread

A horse of course

Guest
Played about an hour up until you kill the Overboss and your character agrees to become the new boss. Nice to know CreationBryo engine still breaks on 120/144hz monitors. Going back to Tomb Raider 2 for now :smug:

The three new raider "tribes" are TIER 1 TACTICAL OPERATORS who only care about money (talk to them about money to make them like you!) a pack of clowns (talk to them about pack mentality to make them like you!) and violent psychos who like sharp things and stake rotting bodies next to where they eat and sleep (talk to them about violence to make them like you!).
iZCVmFH.jpg
7Vrkejf.jpg
4xPIQNp.jpg
Ke2b2dV.jpg
gNzGjkS.jpg
7wLBS5E.jpg
GD3kqcF.jpg
24szkKd.jpg
8uIVJrg.jpg
95zpa3a.jpg
dlAJEEV.jpg
9LGt2LJ.jpg
6GePbYS.jpg
 
Last edited by a moderator:
Joined
Jul 26, 2015
Messages
1,361
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
Fallout 4 be the bad guy option.


So Fallout 4 is now finaly in finished state eh eh ? :M
I'm not so sure about that. Bethesda Game Studios needs something to work on still. Apparently it's a long way off till TES:6 happens. Maybe they'll release an expansion for FO4, like Dawnguard or Dragonborn for TES:5. As much as Nuka World and Far Harbor were, I still count those as 'DLC' and not a proper expansion of any kind.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
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
Fallout 4 be the bad guy option.


So Fallout 4 is now finaly in finished state eh eh ? :M
I'm not so sure about that. Bethesda Game Studios needs something to work on still. Apparently it's a long way off till TES:6 happens. Maybe they'll release an expansion for FO4, like Dawnguard or Dragonborn for TES:5. As much as Nuka World and Far Harbor were, I still count those as 'DLC' and not a proper expansion of any kind.

Eh they've made a lot of money, they can afford to take another four years to release a new game. Might not be TES6, either. They want to create a new IP. In the short term future, Arkane will be Bethesda's money makers.
 

The Dutch Ghost

Arbiter
Joined
May 26, 2016
Messages
685
I only read bits and pieces of the new missions but that is already enough to convince me that BGS is up to its usual standards.
You apparently meet Hubologists (what the hell are they doing on the East coast?), who need help to get a spaceship fixed (probably a ride), and want to go into space. (now where did I hear that one before?)
And apparently during raider missions you have a 'persuasion' grenade. Imagine actually having to use skills to make someone surrender without a fight.
 
Joined
Aug 5, 2009
Messages
3,749
Location
Moo?
The Steam reviews;


"To start off, my biggest problem with this DLC is how it was advertised to have a lot of player agency when in fact there's not a lot.

I understand many people wanted the ability to be truly "evil" in their play-through, and while this DLC delivers just that, you lose the choice to be good in the process. While there are some lesser evil options here and there you're very boxed in overall if you wish to actually complete the main quest. There are even some side-quests that will outright fail if you try to choose neutral / good dialog options."




:retarded:
It's a DLC about going to an amusement park, commencing a hostile takeover of the feckless scum currently living there and then stirring things up in the Commonwealth. What part of that suggest there's a good path other than 'kill them all and larp with the rides'? You lose the choice to be good if you're evil? No shit.



Edit: And they still have the option to buy a Season Pass. Season's over fools.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
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
Fallout 4: Nuka-World DLC Reviews

IGN, 7.9/10.

Fallout 4: Nuka-World has a great setting that’s densely packed with spectacle, surprises, and tough battles (depending on your level), and the ability to conquer settlements back on the main map is a fun novelty, but the lack of meaningful decisions leave it feeling more like an actual theme park ride than a choose-your-own-adventure story. Next to Far Harbor’s intriguing storyline and moral decisions there’s not much nuance here.

Forbes, scoreless.

In my mind, this is worth $20 just to get back in the world of Fallout again, but while being heavy on action, it’s pretty light on story, and for that reason I think I prefer Far Harbor overall. I don’t know if I really care enough to re-take two dozen settlements I spent the first hundred hours of this game babysitting, but the fact that I can is a novel enough idea, I suppose. Nuka-World may not be the perfect finale for Fallout 4 fans are hoping for, but it’s probably worth your time as a fan all the same.

PC Gamer, 76/100.

While Nuka-World is raider territory, they’ve only claimed a small portion of it, and it’s up to you to annex the rest of the park. Most of this both dull and extremely dangerous, as you must enter sections of the park and wipe out the scores of enemies living there. One area is filled with a couple dozen Gatorclaws (they’re Deathclaws, but alligator-y), another is populated with Nukalurks (Mirelurks, but they live in rivers of soda, so that’s mildly different). There’s an area filled with ghouls, one patrolled by scores of angry robots, and another infested with giant subterranean worms that are essentially just reskinned molerats. Your first 10 hours in Nuka-World will be spent endlessly shooting and little else, as each threat must be 100 percent neutralized before the surprisingly cautious raiders will move in.

There are a few diversions in these unclaimed sections of park: some NPCs already inhabit them along with the monsters, and you can try to befriend them and convince to live alongside your new raider chums. Or, you just can kill them, as I did in one case because I enraged the guy by accidentally shooting the gorilla that raised him (fill in your own Harambe joke here), and in another case because the NPC in question wore a hat I thought would look better on my own head.

...

Of course, a raider settlement is still a settlement, and while there are some new decorations and shops to add, you’re mostly just replacing settlers with settlers that wear raider gear. My new raider settlement was even attacked by other raiders just minutes after I’d first raided it. So, even being the bad guy, I still have to contend with bad guys. Who knows, maybe I’ll rejoin the Minutemen at some point and re-convert that raider camp. I’m a fickle Overboss.

iDigitalTimes, 5/5.

Outside of the main campaign, there are plenty of other distractions as well. Like Far Harbor, there’s another wacky religious cult. This time, however, the group acts as a sideshow, not playing into the overall story of Nuka-World. A few other sidequests and collectibles rounds out the DLC nicely, giving plenty of missions and content to tackle. Don’t forget to play some arcade games as well!

With Fallout 4 ending development now that Nuka-World is out, it’s good to see it going out on a high note. While the ending may drag for a bit, getting to explore all the hidden wonders of Nuka-World is some of the finest gaming Fallout 4 has to offer.

GameRevolution, 4.0/5.

Nuka-World may not have a storyline that is as significant and connective as Far Harbor's, but it still ranks as one of the better expansions for Fallout 4. Instead of ending the game with a heavy, emotional finale, Nuka-World is a humorous excursion that's feels like a well-deserved, fun-filled Nuka-vacation. (A Nuka-cation?!) As a world of refreshment, it certainly does the trick.

Attack of the Fanboy, 4/5.

Nuka-World is a fine new addition to Fallout 4. However, as the final piece of DLC it is a bit of a let down. It does offer a huge and interesting new area to explore, and the attention to detail in creating Fallout’s Disney World is very much appreciated. But there’s just not much here that hasn’t been done before in the series. The factions can largely be ignored, and many players will find that the role-playing aspect is almost non-existent this time around. But overall Fallout 4 Nuka-World provides a ton of new things to do and check out, which is enough to warrant a purchase from anyone who has exhausted what’s available now.
 

Wayward Son

Fails to keep valuable team members alive
Joined
Aug 23, 2015
Messages
1,866,294
Location
Anytown, USA

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
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
"Where did this focus on straight-ahead blasting come from?" Eurogamer mourns Bethesda's loss of ambition: http://www.eurogamer.net/articles/2016-09-01-fallout-4s-nuka-world-sticks-too-rigidly-to-the-tracks

Fallout 4's Nuka-World sticks too rigidly to the tracks
Raiders of the lost park.

jpg


"Too many folk these days count on violence to solve their problems. You only have to look around to see where that got us," declares my android companion, Nick Valentine, as I turn another raider's face into crimson mush. He's right, of course. Still, there's nothing to be done - nobody's feeling chatty and I don't want to become a red smear on a post-apocalyptic dodgem.

Nuka-World is Fallout 4's final story DLC. Taking you to a dilapidated theme park filled with fizzy drink mascots, rusty rides and bloodthirsty raiders, this expansion lets you embrace your dark side, becoming a raider overboss and sending your crews out to pillage, maim and murder, even if that involves trampling your own settlements. Seeya, Marcy Long.

In this way at least, it's been a long time coming. One of the recurring complaints about Fallout 4 is how it forces you to be the hero - though possibly one who is a bit of a dick. Sure, you can side with whatever faction you empathise with - as a dad, this decision came easy - but each believes they are doing the right thing, and for the good of the Commonwealth. Nuka-World goes in the complete opposite direction; if you're role-playing as someone noble, your only real option is to walk away.

There are problems, however, and they cut to the core of the game. From stripped-back dialogue options to the streamlining of the Perks system, Fallout 4 is certainly leaner than its predecessors. After 100 hours of exploring the glowing wastes, ramshackle towns and enemy-filled dungeons of the main game, these simplifications begin to seem like limitations. Nuka-World is Bethesda's last chance to deliver something experimental with Fallout 4, but instead the developer plays it safe and, in the process, forgets what makes the series great.

jpg

It won't fill that Megaton-crater in your heart, but you can still be pretty bad.

Nuka-World opens with a gauntlet - a series of traps laid out by the theme park's raider residents. Your first interaction with this new world is violence, as you battle your way through a maze of gun turrets, mines and jury-rigged deathtraps. You fight or you die. This is to become a theme.

The first room you enter is filled with turrets. There's no side route for the stealthy, and there's no terminal to hack for the technically-specced. Let's hope you turned up with more than high charisma and a winning smile! Considering the breadth of choice available in other series entries and, indeed, even modern Fallout's inspirations, the lack of choice here is more disappointing than a post-apocalyptic Ferris wheel ride.

"No other game had as much influence on Fallout 3 than Deus Ex did," revealed Fallout 3 lead designer Emil Pagliarulo in a 2010 interview with RPS. He was talking, I think, about the kind of RPG that allows you to wallow in choice. Even Skyrim, which simplified The Elder Scrolls to a similar extent to Fallout 4, had flashes of that trademark emergent play. Placing buckets over shopkeeper's heads so I could rob them blind was a personal highlight; this is a genre that should be able to make you feel like you broke the rules with your solution to a given problem.

Meanwhile, Nuka-World's opening reduces everything to allowing you to bypass some traps if you have a high lockpick skill. Beyond that, which weapons you brought in and which weapon perks you have are the only choices this DLC respects.

jpg

Nuka-World itself is beautifully crafted, but it's just set dressing.

And this never really changes. The trap gauntlet ends with a dull boss fight. An NPC tells you exactly how to fight them as you rummage through a room filled with supplies just before the encounter. You know the type of room - the ones you remember from the olden days. There's a fusion core in here; you loot it and it powers down the boss's shield by 30 percent. The NPC congratulates you for being clever. Problem is, this isn't a conscious decision - you're just looting out of habit. There's nothing clever about it.

Beyond all that, there are five sections of the park that you have to clear out, each filled with reskinned versions of enemies you fight in the main game. Bethesda has built this wonderful playground full of distinct zones, each with its own flavour, and then the developer filled them with things to shoot. There aren't any meaningful choices to make, beyond which of the three raider factions you want to hand land off to when you've murdered everything inside. Even then, the consequences of these choices are purely cosmetic.

Where did this focus on straight-ahead blasting come from? In the lead-up to release, Fallout 4 director Todd Howard spoke openly about the game's Destiny influences. It's also widely known that Doom developer id Software helped tune this RPG's shooting mechanics. There's no denying the gunplay is Fallout 4's biggest area of improvement, but this polish seems to have nudged it away from Fallout 3's immersive sim inspirations, and that's a huge shame.

With Nuka-World releasing in the same month as Deus Ex: Mankind Divided, you can't help but mourn the loss of the game that could have been. If you want to be the bad guy, Nuka-World is still worthy of your time, but it could have been an essential send-off for one of last year's highlights - if only it stopped using Fallout 4's guns as a crutch.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
It won't fill that Megaton-crater in your heart, but you can still be pretty bad.

.......Even Skyrim, which simplified The Elder Scrolls to a similar extent to Fallout 4, had flashes of that trademark emergent play. Placing buckets over shopkeeper's heads so I could rob them blind was a personal highlight; this is a genre that should be able to make you feel like you broke the rules with your solution to a given problem.
:dead:
 
Joined
Aug 5, 2009
Messages
3,749
Location
Moo?
"No other game had as much influence on Fallout 3 than Deus Ex did," revealed Fallout 3 lead designer Emil Pagliarulo



"Could you repeat that, mate? Think like I must have had something crazy in my ears and misheard you."
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,778
Not sure what's more stupid: the claim itself or saying that Deus Ex was the game that was most influential in creating the third game in the Fallout series.
 

pippin

Guest
Every fucking screenshot from this game looks ugly as fuck. At least Borderlands had the comic book art style to it. This is just bad.
 
Joined
Dec 30, 2015
Messages
153
Codex 2016 - The Age of Grimoire
After 100 hours of exploring the glowing wastes, ramshackle towns and enemy-filled dungeons of the main game, these simplifications begin to seem like limitations.
You know because simplifying games is a good thing that doesn't at all make them worse then their predecessors and become dumbed down games for autistic people.
:deathclaw:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom