Video Timecodes: 0:00:00 -- Intro 0:01:00 -- Part 10: Mindless Busywork/Radiant Quests 0:26:13 -- Banished from the Institute 0:26:32 -- Cambrige Polymer Labs 0:27:22 -- Curtain Call 0:27:35 -- Vault 81 0:27:42 -- V81: Hole in the Wall 0:28:25 -- V81: Dependency 0:28:39 -- V81: Here Kitty Kitty 0:28:47 -- V81: Short Stories 0:29:08 -- In Sheep's Clothing 0:29:47 -- Kid in a Fridge 0:29:49 -- Mystery Meat 0:30:50 -- Order Up 0:31:29 -- Out in Left Field 0:31:48 -- Painting the Town 0:32:24 -- Pickman's Gift 0:32:50 -- Public Knowledge 0:32:55 -- Pull the Plug 0:33:14 -- Story of the Century 0:33:23 -- The Devil's Due 0:33:57 -- Nick Valentine's Detective Agency: The Disappearing Act 0:34:56 -- Nick Valentine's Detective Agency: The Gilded Grasshopper 0:35:42 -- The Memory Den 0:36:05 -- Trouble Brewing 0:36:16 -- Vault 75 0:36:28 -- Here there be Monsters 0:36:48 -- The Last Voyage of the USS Constitution 0:38:46 -- The Big Dig 0:39:45 -- The Silver Shroud 0:40:33 -- Diamond City Blues 0:42:31 -- The Marowski Heist 0:43:19 -- Confidence Man 0:47:29 -- Human Error 0:49:34 -- Cabot House: Special Delivery 0:51:14 -- Cabot House: Emogene Takes a Lover 0:51:36 -- Cabot House: The Secret of Cabot House 0:52:49 -- Discussion and Comparison of the Quests 1:07:12 -- Part 11: The real Fallout is the Friends we made along the way 1:18:03 -- Companion Quest (Cait): Benign Intervention 1:20:37 -- Companion Quest (Curie): Emergent Behavior 1:20:54 -- Companion Quest (MacCready):Long Road Ahead 1:21:13 -- Companion Quest (Nick Valentine): Long Time Coming 1:21:34 -- Conclusion
Music Timecodes: 0:00:00 -- My Chrysalis Highwayman -- Fallout 2 0:10:37 -- Wasteful Anthem -- Mother 3 0:14:00 -- Wingly Forest -- Legend of Dragoon 0:18:22 -- Military Precision -- Half-Life 0:19:43 -- The Lava Dwellers -- Stardew Valley 0:22:44 -- Dark Cave -- Pokemon Gold/Silver/Crystal 0:25:41 -- Megaton Walk -- Earthbound 0:29:56 -- Battle in the Coming Days -- Breath of Fire III 0:34:46 -- Milkyway Battle -- FTL: Faster Than Light 0:37:26 -- Cumbersome Guys -- Mother 3 0:41:10 -- Boss Battle 1 -- Legend of Dragoon 0:47:04 -- Black Mage Village -- Final Fantasy IX 0:50:23 -- To a Distant Place -- Breath of Fire III 0:53:07 -- Team Aqua/Magma Leader Battle -- Pokemon Ruby/Sapphire/Emerald 0:56:07 -- Forbidden Land Battle -- Legend of Dragoon 1:00:31 -- Troublesome Guys -- Mother 3 1:05:25 -- Battle 1 -- Final Fantasy IX 1:07:15 -- Donden -- Breath of Fire III 1:12:46 -- Fancy Meat Computer -- Hylics 2 1:18:43 -- Valley of Corrupted Gravity/Home of Giganto -- Legend of Dragoon 1:21:32 -- Ceder Woods -- Breath of Fire III
@@Creetosis people who unironically hate this game have no self thought at all. one person was so determined to bring up something negative about fallout 4 to the point that they said "fallout 4 sucks because it focused too heavily on settlements" and then nothing else. no reasoning or anything else.
I’ll never forget playing New Vegas for the first time (FO4 was my first fallout game) and being told to clear out a building filled with ghouls, expecting a FO4-style radiant quest, but instead being plunged into an extremely well-written conflict between a cult of ghouls trying to escape on a rocket and a group of schizophrenic super mutants led by a Brahmin skull. It quickly became one of my favorite fallout quests and it’s such a shame seeing how FO4 could’ve been.
That was a great quest line. One of my favorites. You could solve it however you want, be that peaceful and diplomatic or careless and psychotic and everything in between.
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Up to that point, I was expecting it to be a generic "kill all monster enemies" quest. Because before New Vegas, I only ever played so called "RPGs" where there was barely a dialogue system, let alone allow you to choose non violent actions in a quest. So meeting the ghoul Bright Brotherhood, talking to Jason and discussing his ideology, and talking to Davison to peacefully leave with his nightkin raiding group if I can find where the stealthboys they're looking for are, basically letting you talk to the monstrous "enemies" and peacefully solve everyone's problems, is such a breath of fresh air to me. It was at that point that I realized what a true Role Playing Game really is.
Ive always said take the writing of new vegas and combine it with the combat mechanics of 4 and it would be as close to a perfect fallout as we can get, but sadly gamers are stupid and EXTREMELY easily satisfied, if you dont think so look at all the idiots still defending 76 saying stupid shit like "well its good now" to which i say yea, why wasent it that way at launch then?
I think over the years Bethesda have lowered their level of writing enough, so as at this point they are almost as bad as radiant quests. I am confident that by the time TES:VI hits the two would probably be non discernible.
@@stronkveak5917Makes me think of that one meme where the Fire Salts sidequest from Skyrim is reimagined in the styles of Morrowind, Oblivion, and a hypothetical sixth game. It's given a detailed backstory in the Morrowind section, a moderate backstory in Oblivion, the standard "Bring 10 Fire Salts to Balimund." objective from Skyrim... and then the Elder Scrolls 6 section is just Balimund T-posing next to the word S A L T
Devil's Advocate: Monster Hunter is damn near nothing but "Radiant Quests." Yet it is widely critically acclaimed. Counterpoint to the Devil's Advocate: Monster Hunter combat gameplay is challenging and has massive depth. *Fallout 4's isn't.*
Also, your companion can spoil the Deathclaw reveal in the Witchcraft Museum. Which happened to me the first time. I don't recall which companion I had, but he just said "That's a Deathclaw, we should leave."
@@josephwhittaker2065 Which is why i use a mod that removes the T 45 armor at the start. the only ways to get Power Armor now is to join either the Brotherhood, or thanks to America Rising 2, ENCLAVE.
Fun fact about the Telvanni Bride quest in Morrowind: If you talk to the guy afterwards, he admits that he knows that you tricked him, but is impressed with your creativity and resourcefulness, and that alone is what he was testing. It's really great.
If you asked Bethesda, they'd probably try to claim that Codsworth and Dogmeat both DO have companion quests: the "walk around Sanctuary trying to look for your obviously-dead wife and your blatantly-kidnapped son" quest for the robot, and the "use the dog to get vague directions to the hideout of the Corn Flakes cereal cyborg" quest for the German Shepherd.
@@jakespacepiratee3740 That's not even what they're saying. Rex's and ED-E's quests are far from "lengthy in-depth emotional shakespearean". Just an aspect as to what they are and where they come from, and offer the player a means to improve upon them mechanically and narratively. Rex gets a brain transplant, with a unique perk depending on what brain you choose. ED-E can either have their technology studied by the Followers or the Brotherhood of Steel, depending on who you choose, is what perk ED-E gets. Dogmeat and Codsworth getting nothing is just wasting their slot as companions. You only keep Dogmeat because haha doggie, and you forget Codsworth by the time you leave Sanctuary. They're just purposeless when the other companions in Fallout 4 have quests, some kind of motivation, and benefits to the player. But you're just going to go on about New Vegas fans, so it's w/e.
I dont know if creetosis talked about this but when you go to boston airport when the brotherhood arrive, the first paladin tells you to stand down and tell him why you're there, if you tell him its your own business, he'll say that he has shoot to kill orders and asks if you wanna go down that path, yet none of the brotherhood actually shoot you if you enter the airport. Bethesda were clearly so intent on the player wanting to join the brotherhood that they didnt bother to add actual consequences for disobeying them
I actually went around the guards at the gate of boston airport hoping to fast track becoming a brotherhood knight. I was so preoccupied with basically speedrunning that I didn't notice that this supposed restricted access military base let some rando wastelander run around the place. Oh. And you can actually use the vertibird landing pad to get up to the airship despite being a rando wastelander.
meanwhile in NV, if you approach the Brotherhood without Veronica in tow, they clap a slave collar on your neck and make you do suicidal tasks with the threat of your head asplode if you disobey. And you can actually disobey and get your head asploded. Similar thing happens in Dead Money.
@@Brandelwyn even more hilarious is the actual in-game example of the female player character. Where paladin Danse asks her for military credentials. And she cites *_being the wife of a soldier_* as her military credentials. And Danse just accepts it and takes her in!
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Fallout 5 is going to be a Visual Novel with a single dialogue choice everytime you are asked a question...and the game will still manage to feel like its railroading you!
You're not even wrong, literally exactly that. Emil couldn't bother writing a proper main story and associated quests and tie in quests for each and every faction because "the player will spend 20 hours building a shack". Fucking crusty ass lazy bum.
The real penalty for getting the mole rat disease is having an icon constantly onscreen to remind you you have it, or having to turn off icons leaving you open to overlooking more important conditions. People complain about a 5% health debuff in Elden Ring, but at least that doesn't have a big, goofy Dr. Mario pill staring you in the face the rest of your run. Worse still, getting mole rat disease because your companion got bitten? The worst.
Honestly X6-88 having a quest could be a pretty neat quest about an emotionless killing machine slowing gaining more emotion and how you act could lead to him becoming more of a person and less and emotionless drone. It could have him leave the Institute and game ala Danse (maybe if the player doesn't do certain options in an Institute run of the game), to him travilling with you since you oppose the Institute and he can trust you not to sell him out to them or you have an option to have him reset and you either get him back but he's been factory reset and is back to his initial personality or you get an entirely new Corsair unit companion.
Still blows my mind thinking about what Obsidian was able to do with New Vegas in only 18 months; yet Bethesda, with 5 years and infinitely more resources, fails so abysmally at most aspects of writing and world-building 🤦🏽♂️
Yeah it's better in terms of aesthetics, world building, etc. but from a technical standpoint you can definitely see it was rushed through production hell. Clunky animations, outdated textures, lack of lighting...
@@iexist.imnotjoking5700that should come after substance anyway. The mechanics are vastly more complex, even for how ugly it can be at times. The point still stands. Plus, you don’t really wanna go down that road. Bethesda just gave fallout 4 an update and it still didn’t fix a lot of issues lol
Emil Pagliarulo: We want players to know... Pickman's a serial killer. Us: O-okay?... So he's just like us and the rest of the world then? Emil Pagliarulo: Remember, it's all about "Who can you trust?..." (Probably inserts some stupid spooky noise) Us: Yeah, it's looking like any other writer than you at this point...
Calbeck is pretty apt when he claims Emil Pagliarulo's like a stand-up comedian, if he were to say more about his "jokes" then it'd be like explaining the jokes (and thus he jumps right to the next joke).
@@zambekiller Umm...yes, because if he did that, then he wouldn't be a serial killer. Serial killers, by definition, target specific kinds of people--women, blacks, gay people, young people, handicapped people, whatever. Anyway, it's worth noting that Pickman and his gallery is one big HP Lovecraft reference. I forget the name of the short story, but it's about a painter who paints disturbing "fiction" that turns out to be actual nightmare fuel that lives in the sewers and tunnels under the house he uses as a studio in Boston, including very graphic and realistic corpses, I believe. So as a Lovecraft fan, I at least appreciate that.
@@BWMagus the story is called pickman's model by Howard Phillips Lovecraft and serial killers change Mo all the time examples being jack the ripper, HH homes, zodiac killer, some French killer who's name I can't spell or pronounce properly or the leader of the i think it was called blue paradise in Japan. But but still this is a fictional character in a fictional world where the police are no longer a thing and raiders aren't actually people now are they given how many the player slaughters regularly
I really miss some of the seemingly simple quests, like the interrogation of Silus of the Legion. Beat him up, try to talk without skill checks and probably fail (GASP! Failing in a quest?!?! Such an impossible concept!), or get the informations from various skill checks. Alas, we got no skill checks any more.
Honestly, Here Kitty Kitty is only absurd because the cat listens to you without even knowing you and doesnt just say "fuck off, unknown human, I do what I want."
people who unironically defend this game have no self thought at all. one person was so determined to bring up something negative about fallout new vegas to the point that they said "fallout new vegas sucks because it focused too heavily on factions" and then nothing else. no reasoning or anything else.
I have had a blast with FO4, but its honestly so blatantly bad at writing, and anything remotely similar to what an RPG is supposed to be, I solely play it for the FPS elements which I actually found pretty fun
@@Chuked tbh I agree but even the FPS elements aren't all that competent. Legendary enemies are the biggest example with how they are basically bullet sponges among slightly weaker bullet sponges. Weapons are so poorly designed they actually have adverse effects on shooting (i.e. Institute laser gun taking up so much of the screen, guns having hard-to-see sights).
@@ChukedThing is, an fps usually gets boring before 30 hours of playing, while an rpg like Vegas, deus ex or the masquerade gets you playing longer because you know you can change the world with your choices, even with relatively bad shooting. Also vanilla weapons look so bad I can only enjoy like 4 guns.
@@kristen5149the fact is that a decent RPG that allows you 3 general playstyles (combat, stealth, diplomacy) and using simple math, is going to be 3x longer than other game genres. Especially if you add in worldbuilding, dialogue, and myriad choices and consequences. This is why I firmly believe role playing games are the pinnacle "genre" of video games as a medium. Because it has the potential to seamlessly incorporate every other genre in a cohesive manner all the while retaining the one thing video games have that other media don't. Interactivity.
This is exactly why i have zero hype for Starfield. You just KNOW Bethesda is gonna make 98% of those planets nothing but radiant quests with an extremely lackluster generic sci-fi story. You already got Pete Hines out here saying stupid shit like "the game doesnt start til after you finish the main quest"
Regarding Hole in the wall. - I strongly suspect the only reason the Cat Quest exists at all is to set the "oh no, kid got bit and sick" quest into motion as soon as possible. As Bethesda can't stand the concept of you missing out on *any* content, by never coming back to this vault ever again because why would you. This is also why there's half a dozen people here you can turn in various garbage to for caps. Just to entice you back to trigger this one stupid quest with a hackney'd moral "dielemmas" on the end.
A dilemma you can bypass entirely due to Bethesda's quest scripts being written as badly as their stories. You can duck out of the conversation and take the cure when they ask you to choose. You can then rejoin the conversation and choose the option to give them the cure, even though you won't even have it anymore. It makes the "choice" even more of a joke since it's trivial to get both.
You know how the radiant quests can be improved? Have them lead to the factions gaining more of a foothold on the Commonwealth, perhaps have the settlements change in order to reflect your decisions. While this may lead to issues at the end game, such as destroying the Institute or the Railroad, it’s better than “Go here and kill X”.
Quests that have consequences like that shouldn't be called Radiant Quests. Meaning they shouldn't be infinitely repeatable minor side content. If a quests can lead to a faction gaining territory, then it should be as part of a properly written major sidequest-line. Radiant quests should only be menial everyday work that practically only has minor short term consequences in the form of payment and some positive reputation gain. Like mining ore, harvesting crops, delivering packages, guard duty, escorting caravans, hunting game and fishing, etc.
@@DJWeapon8Radiant quests being menial is the exact state they are in now, and the primary reasons why they suck. It also massively breaks immersion as you advance through the ranks of a faction and are still everyone's errand boy.
@@vahlen5281 no. Radiant quests are _perceived_ as bad because *they make up like 90% of Fallout 4's quest roster.* Radiant quests, even the kind that I've proposed, will *NEVER EVER* be a proper substitute to a subpar written minor sidequest, let alone a properly written one with many branching paths. Though you do bring up a good point with advancing through the ranks of a faction. As such. In my system, radiant quests can only increase your positive reputation with a faction up to Admired. To get a higher reputation, and subsequently advance through the ranks, _you need to complete the actual sidequests of that faction._
That's what I thought acquiring settlements to provide for the BOS was going to lead to. A foothold that either favors the MM or BOS but nah, nothing that complex came out of it
The memory den could’ve been something more, like, if you were playing as Nate you could have a memory where you graduate from boot camp, or a moment in anchorage, or with Nora you could have a moment where you graduate from law school instead, of watch yourself relive your first trial where you successfully defend your client, or hell, these could’ve been mini quests, where as Nora you could read some terminal to gather evidence for a trial and use charisma to convince the judge to give a lighter sentence, or as Nate you could have a moment where you infiltrate a Chinese bunker in anchorage and save some squad mates, these could’ve been interesting quests specific to which protagonist you play as, but no you just watch your spouse get murdered, again, and have to pass a speech check to get a refund, it’s so disappointing.
Far Cry 3 has some easily-missable flashback sequences that add a bit of character to the MC's friends from before everything went south. This is content I bet 90% of players missed yet has more depth to it, and it's from freaking Ubisoft.
4:10 the apotheosis of radiant quest system is in the Railroad questline about L&L gang: in the same run I got a quest automatically done because I had killed all raiders before and the target didn't spawn, while another target spawned in Quincy quarry, but because he was a human I saw him dying from radiation.
Just like the Shadow over Hackdirt quest in Oblivion, a quest and location which might as well exist in a bubble in the world of the Elder Scrolls, though I can't really complain. That quest lead me to discover the writings of Lovecraft.
I love how when speaking about carrington's prototype, you zoom on the item value that says "Value: 0" when saying it never comes up again and is useless busywork to go get it. I think details like these give video essays (especially very long ones) a kind of charm. And I think it even helps in getting your point across here.
For when you get to tearing apart the brotherhood, I'm sure you'll talk about the absolute stupidity of Elder Maxon and I'm also sure you'll include this discrepancy. many people who played New Vegas may recall a quest named "Still in the Dark" This quest is important to the lore building of the brotherhood because if you decide to help Head Paladin Hardin become an elder by kicking out McNamara (the current elder), you'll eventually (after a decent amount of effort) end up in the database room of the Brotherhood bunker and have access to a specific document, this document states a Brotherhood rule named "The chain that binds" The chain that binds is basically a rule stating that a member of the brotherhood can only receive orders from the rank directly above them and if someone wants to issue an order to someone a few ranks lower, they'll have to run the order along the chain of command down to their chosen rank whichever it may be. If you fail to follow this, you can get stripped of your rank. This is important because the quest given to you by McNamara is to find 3 Brotherhood of Steel Knight bodies and bring back their holotags detailing their mission to the bunker. This can get McNamara kicked out of his elder position at the brotherhood bunker because he broke the chain that binds, an elder is not allowed to give orders to a knight as a knight is many tiers lower than an elder. So how does this relate to Maxon? Maxon grants you the title of knight around the time you get on the Prydwen airship along with some power armor. He then orders you to cleanse Fort Strong of its super mutants. Elder Maxon broke the chain that binds, he gave you (A KNIGHT) an order. He can lose his rank for that. Somehow he didn't. Bethesda is shit at writing.
To be fair to Bethesda, I'm pretty sure that they already ignored/broke that "Chain That Binds" rule back in Fallout 3, given how much of a shitshow the DC chapter of the BoS was.
@@nadrewod999The BoS simply existing in Fallout 3 and displaying actions completely antithetical to their ideology already proves that bethesda only cares about how they can leverage the lore for profit.
Never said that Fallout 3 BoS was actually the same Brotherhood of Steel faction from the first two games, just said that Bethesda already showed their ignorance/incompetence with the faction before New Vegas was even pitched. The NV quest line just shows the difference in the final product when you have talented writers working on your game versus when you have Emil being the """creative director""" on your game.
"There's a nest of bugs just round the corner, it would be a good place for a settlement" Where? "We have a good idea where it is..." There is a good spot, but don't know where it is. If only we knew at the time how much of a sign of things to come it was.
I remember when fo4 came out, the dumbing down was explained as the consequence of making every line, no matter how trivial, be voiced. And I hated that. If va work is required for every possibility, then they will cut down every possibility. I think va should be reserved for important moments, cut scenes, end credits. I don't need to hear the same lines over and over. If anything, that breaks immersion. For example, go to a bar and there's no bar noises. It's pretty easy to generate a lot of bar sounds so that walking in and sitting down has a background that doesn't loop. There's no sound for the background. You hear a few NPCs call out the same lines on a loop, but there's no murmur, no distant steps, no wind sussuration. It's empty. I just found Bethesda likes calling things RPGs, but it doesn't actually like roleplaying. Shoot em up and dumb explosions is what they think will appeal to a mass market. Looking at bg3, I think, if anything, there's a huge untapped market. But no studio seems interested, alas.
When my wife was playing Fallout 4 and she came across the radient quests, she quickly realized how recycled and tedious they were. She eventually tried killing Preston Garvey when he tried to give her radiant quests, only to be infuriated that's she couldn't kill him. My wife's favorite companion was Danse since she liked his drive and he was with the Brotherhood. Her second favorite was Cait, but she didn't like how she acted before getting cured of her addiction. She did like that Cait had an arc. Her least favorite was Piper because she thought she was snooty and annoying (true). She never bothered to recruit Preston and she didn't trust Hancock. Strong made her frustrated and she just left him at a settlement after one mission. She didn't get the synth companion because she figured it might turn on her if she did something it didn't like, which might've been an interesting turn. Nick Valentine was the only synth she liked, partially because it was apparent that he was a synth and a decent guy. She also found Curie very annoying and didn't bother to give her a new body. Oh yeah, I almost forgot Dogmeat! She grew up with a German Shepherd and loved having him as a companion... Until he got hurt and whined, she felt so sad and just ended up leaving him in Sanctuary with a nice dog house because she didn't want him to get hurt. Oh and she didn't care about McCready.
I like Hancock because he seems fairly realistic for the setting; a good, moral leader in this world isn't going to be a saint, he's going to be a strongman who gets his hands dirty sometimes.
I share your wife's frustration with Fallout 4 companions. Could be much better because on concept level none of them is bad. They are just undeveloped. - Piper's personal quest is literally just a short dialogue in the very beginning. She has a sister but there is nothing about them or their relationship. Even cheap cliché family issues are absent. And I don't get where Piper's outfit came from - did she live in 1930s? How on Earth can people of the Wasteland learn about prewar aesthetics? Who reads her newspaper? No-one even discusses it. - Cait has some story arc at least. For this game's standards it's something. - I don't care for McCready's son and why should I? He isn't even in the game. - Hancock's concept is the most promising to me but again nothing interesting here for you guys. - Strong is just a stereotypical orc. Ironically Bethesda has orcs in their other franchise and they are not so stereotypical. - Preston is just a function. Zero personality. - Danse is a synth-hating synth and this could make an interesting conflict. But no. He is the same even after leaving the Brotherhood. - Curie is okay, I guess... But again, zero connection to all this synth conflict. Because there is no conflict, I know. - Nick Valentine's voice is very cool in the Italian version of the game. Maybe that's why I am biased but I like him. Could be better of course. So much lost potential.
One of the things I cannot stand about this game is that it’s categorized as a “role playing game” This game feels like an FPS more than any other game I’ve played in this genre, its shooting and looting elements surpass any choice and depth in the story and gameplay….
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At this point, "RPG" is meaningless. I mean, it's been split in twain since the 80's, as Japan and the west both made entirely different kinds of video games based on old-school RPGs. But now that "RPG mechanics" and "dialogue systems" are all over the place, it's hard to draw any kind of line. I'd say JRPGs are still fairly consistent in how they operate, but lots of RPGs are more action-y, and lots of action games have RPG elements now, so...
@@BWMagus Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas
@@BWMaguswell it's in the name. Role playing game. You play a role. If it's and FPS or TBS is irrelevant. Thing is when I think of a rpg game i think of sandbox RPGs where I play as me and make my own way through the game
Man, for a ‘small’ channel I have to give you alot of credit for how much work u put in. I started watching mitten squad when he had like 12k subs and look at him now (numbers wise). I wish the same to you
In my honest opinion it is the only way for a lot of us to have a social experience that involves one of our favorite games. It's like a walk down memory lane revisiting old memories in a quasi-social context.
Which is just a rename of fixer from New Vegas. They also changed jet to have the same effects as turbo, in case anyone mistakenly thought Bethesda had paid any attention to New Vegas.
@@Mirthful_Midori yup. Jet used to replenish your AP. But in 4, it temporarily gives you Bullet Time. Most likely due to it now being a looter shooter than an RPG.
@@Mirthful_Midori To be fair, that is the effect Jet was supposed to have in lore; making you faster. It's just that it had previously been represented in gameplay by giving you more AP.
In relation to Carrington's prototype, when you are teleported into the Institute for the first time, whatever faction you built the teleporter with will give you a holotape to put into an Institute console in order to make a copy of their files for later use. Neither the Railroad nor the Minutemen make use of that data at all, and the Brotherhood only uses it to get you to go kill Danse. Like the prototype, it makes you wonder exactly why you were told to do it in the first place if nothing comes from it.
You were told to do it because the ancient Creation Engine has limited ways to set up quest triggers, and the lazy idiots at Bethesda wanted to make sure that anyone entering the Institute with any faction could still do the Paladin Danse """twist"""/"""betrayal""" quest later in the same playthrough. It's how lazy they are with their writing/design everywhere else, so why does it surprise you in the entry quest for the "Institute" full of "scientists" that are all dumber than Homer Simpson?
At this point I'm not sure how many of Gamebryo's issues can be attributed to the engine alone and how many are Bethesda's fault for being too incompetent and lazy to properly use and update their own engine.
@@Mirthful_Midorifrom what I understood of this thread, I'd blame bethesda more. If the engine requires specific triggers in the form of quest items to keep track of what's happening in quests, then the writers need to step up and write a good explanation for what those quest items actually do and have those items actually be used again in subsequent quests.
@@Mirthful_Midori Well, you know they copy-pasted code from their other games to make 76, right? There was a huge thing when it released about how Scorchbeast code had "dragon" written in it, as an example.
some minor radiant quests are okay for me, like go kill a few bandits in skyrim. Sometimes there are some bandits that need killing, you don't need to do it but with some mods you can make it so you require their head or you can bring them back to guards so they're jailed.
A fun detail for diamond city blues is that if you decline to help Paul, he still goes alone and gets killed, failing the quest, so far its the only quest that can straight up be failed by saying no
A radiant quest is a downgrade of a fetch quest as a fetch quest usually has a goal and don't return after completion but radiant quests never end and don't have a goal.
@@dylanmulvaney9912 Just make them fetch quests. Get quest, go to location, complete quest, get reward, STOP. They should not be endless or go longer than 5 missions, hell 3 is long enough. Fetch quests are the bottom barrel as it is.
@@65firered I know but for a casual shitter like me I like them. I just hate the fact that you can't stop the stupid notifications. Go to help some back water dirt farmers. Get 100 caps repeat. And add the 14 other radiant quests. And thay are dog shit.
@@65firered After playing Star Wars: KOTOR 2, a DND styled RPG, I've come to appreciate a good game economy. That game is very finely balanced in how little money you get. It makes finding good equipment feel like finding the holy grail, and makes rewards for quests actually matter a lot. Even if you get the skills to make your own equipment from scratch, that means breaking down and losing stuff to get components, when that stuff could either be useful later or sold to vendors. Overall, the work to get good gear is hard but rewarding. Radiant quests would toss that down the crapper and make the whole game's difficulty curve feel like a joke. Just buy the best gear without thinking, no need to engage with any deeper thinking! And I don't even wanna mention how badly it'd conflict with the story...
I mean, you would still want two hands to control them. The kickback on miniguns especially is insane, and a one-handed grip won't change that no matter how strong you are.
On the point of Radiant Quests: On top of them being mindless busywork, the dialogue is so bad at conveying what it needs to. When you ask where the place is, why is the response "We have a pretty good idea, I hope you can find them and wipe them out." (which tells you absolutely nothing) and not something like "Show me your PipBoy for a moment and I can mark it on your map." (which conveys that they know where they want you to go, clearly communicate it to you through in-game means, and explains why you have a waypoint there)?
I believe radiant quests make sense for a game like Diablo or Borderlands where they would work as an excuse to go fight enemies in various locations after you finished the story instead of just farming loot. If you think about it Bethesda games are a lot more similar to Borderlands than other RPG games, you pick your playstyle and go into an open world full of endless combat encounters. The problem is that repetitive combat isn't so fun in Bethesda games...
Similarly. Radiant quests can work in RPGs with stronger "simulation" aspects to it. To simulate the daily tasks of a respective worker in a settlement. Ironically, Kingdom Come Deliverance has the type of sidequests which would be classed as "Radiant Quests" in bethesda games, but abruptly stop after 4 or 5 quests. Specifically the poaching sidequests where you bring back game meat for butchers and innkeepers.
If Bethesda has learned from the past, Starfield could be pretty neat with its radiant quests. But because it's Bethesda, my money's on 'not'. Now, assuming the stars are in alignment and that game isn't a Skyrim with spaceships, I'd wish for the quests to be: A) Failable. Bonus points if there's stats this effects, like general trustworthiness or faction reputation. People talk, and if a shipment of designer toothbrushes disappeared on your watch only to appear at the black market a month later, others should think twice before hiring you in the future. B) Timed. After all, the universe doesn't revolve around the player. If you're not doing the job, someone else will. C) Numerous. So much so the player can't possibly do them all before they expire. Nothing grinds my gears as much as being told there's this one radiant quest you can do to get more, instead of having an entire bulletin board's worth of odd jobs to choose from. D) Varied. Think having your ship design determine if you can pull off the job to haul those 100 tons of bad dragons to Uranus III in time for the annual Furcon, participate in a pirate hunt or capture and transport an albino spotted tiger from planet Qwerty for your client. E) Convenient. I swear, if the Space Age requires meeting someone in person instead of being able to check the local jobs board from the comfort of your ship orbiting the planet and picking up a phone...
@@wishuponamonkeyspaw2458 Personally i have been saying this since last year: Starfield is closer to be Starbound 3D Skyrim edition than anything else. It's gonna have millions of mindless consumers buyin' it.
I’ve put a ton of hours into this game. I’ve found that certain dungeons will actually respawn enemies and you have to go to the same dungeons over and over.
@@BWMagus To be fair, I wrote this comment before I finished the video. And he said he THINKS this was something that happens. He wasn’t sure. I was just confirming that yes, this does happen.
Yeah this game but to be fair I think Carrington’s Prototype does have meaning in the world, as the Railroad Stealth Boy becomes available from Tinker Tom after you recover it
The thing that enrages me to no end about the radiant quests is that they COULD HAVE worked. Allow me to explain. Imagine of having mind numbing repetitive quests that go on forever and have little to no value other than getting EXP and money, they were instead a branch of mini quests that actually had a payoff to them. Take the BOS endless radiant quests for example. Instead of having you just constantly killing enemies or retrieving items pointlessly, it would lead to something good. Like say the areas you cleared out, BOS troops would begin to build a base of operations there and if you assisted them with it, they would reward you with weapons, ammo, etc. And once you cleared out all the enemies of the map, you'd get rewarded with a very powerful item or weapon as a way of them thanking you for your efforts. Same with the item fetching quests. After you retrieve enough of the items Haylen wants you to get for her, it'll be used to make something really cool for the player, like say a rare item or weapon as a reward for doing her quests. Heck, you could apply the same logic to Preston Garvey's obnoxious settlement quests. The more settlements you help for the Minuteman, the stronger they become and in return, you get access to better equipment, etc. Same with the Synths you save for the Railroad as well. The more you save, they will not only reward you with valuable information, data, etc, the Synths will be added to their ranks and assist with the faction in one way or another. Seriously, just this one tweak alone would have made the game feel so much rewarding for all the busywork you do. But no... obviously that is beneath Bethesda to give a crap about. -.-
complete failure that failout 4 is could be talked about for days without breaks and entire room of whiteboards would be covered on WHAT NOT TO DO while making games
It doesn't need much anyway, it's a "Wild Wasteland"-esque thing that isn't locked behind it. It says something about Bethesda Game Studios' care for the world. 😄
While I appreciate Cait's quest, I always felt it was missing a few necessary steps. Her quest should begin with her confessing her problem to you, and then proceed with you seeking out the doctor in Diamond City to get Cait a suitable treatment. The doctor would then tell you that he can't treat her at her stage of addiction, and if pressed he could explain that the clinic had purchased a medical journal form a caravan a few years ago that they were told came from Vault 95, and that as far as he can tell, this place housed some advanced treatment and medicines. Unfortunately, the staff of the Diamond City clinic never risked investigating any further, because it's now being used as a lair by the Gunners. Then the quest would proceed as normal, except Cait would receive -1 to all of her S.P.E.C.I.A.L. stats. And if the player fails to complete the quest within 10 in-game days, she'll fall into a coma and die in a day (though she could still be revived for another day with a stimpack or something--obviously not a viable long-term plan). And, there could also be an additional quest to obtain some medical data for the Diamond City clinic, too. Additionally, if too much time passes that Cait is effectively comatose (maybe after 5 or so in-game days?) the player might actually opt to leave Cait behind at the Diamond City house (perhaps convincing Codsworth, Piper, or Curie to look after her) and the seek out Preston Garvey or Macready (both of whom have an animus against the Gunners) to accompany them to Vault 95, clear out the entire area, and then leave them to guard while you head back and bring Cait to the Vault. Or maybe even bring said data back to Diamond City to work our a treatment with the Doctor. Maybe there could be a downsides and complications, too. Maybe one or more of these options would be unavailable if your Medical skills are too low, or maybe the Doctor is a dick who wants to continue the research in Vault 95 by performing further unethical tests or something. I also love your idea of Curie possibly contributing an additional solution to this quest, either with her knowledge of the Vault, or systems therein. And Cait should receive a permanent stat change at the end of the quest, too, depending on the solution found. Well, that's how it would have gone if someone from Obsidian or Black Isle had written it. Or me, I suppose. I just brainstormed this in a minute or two.
1:19:50 So this is a complex subject, I've been around several addicts who've gone through this process and several who've gone back off the deep end after seemingly getting clean . to simplify: there's a point where some(keyword ) addicts hit their breaking point and want to get clean even if it kills them. If you read the terminals it's made clear that during those 5 yesrs some of the vault members had hit that point and were okay being clean ...unfortunately enough of the remaining vault members weren't and it all went to hell . Cait when she tells you about the vault has hit that point. This point usually happens when the drugs stop giving you a high and are more about attempting to keep functional as they'd feel like they're dying without it , which so what Cait tell you is happening to her , with physical signs of degrading when she's not taking it. It's only because she gets to that point THEN gets clean via the machine that she realizes how deep the pit was for her and never wants go back , this is why she's very much against Chem usage from that point and why she never wants to use again . This isn't me making up a single thing on Cait (f[Ah] the game , in talking solely about the character of Cait )behalf she tells you this in your talk with her after she gets cleaned out if you explore her dialogue, she talks about how clear things are and how she felt so far gone. I've seen people who were 10+ year addicts only get to where Cait was when they were homeless teethless and just had their 4th+ overdose hospital visit ....I'd wish that on no one
radiant quest that happened: Rescue kidnapped settler from Super Duper Mart... Super Duper Mart is full with feral ghouls . Feral ghouls kidnapped the settler and asking ransom otherwise would kill him
Ironically the radiation quests worked better in dagger fall. Where every step had to be considered between how you travel, do you act with combat or speech, most of all potential damage to reputation with any of a number factions that would have small but over all effect on the game going forward.
To this day I say dagger fall had the first example of homo sexually in elder scrolls because a random male Merchent wanted me to go rescue his male lover or pay a bandit group to release his male lover and return him to him.
The quests in NV put the quests in 4 to complete shame. And not even just the quests but the events that happen in the background that you can stumble into. You know how Prim has the Car that Vikki and Vance died in as part of the Museum? Remember the first time that you looked at it and noticed that the special gun case is empty? You can recover the gun from some people that are planning to use it in a heist on the Strip. I’m 80% sure you can also find their outfits to put them back on the Mannequins. The fact you can even go out and do that in the world and make impacts like that without even having a “quest” is so fun.
one of the issues of having prewar preset characters is you never hear talk about family or friends they lost you’d think they’d be sad that there moms dead from the bombs
Yes. I also find it funny that while they OCCASIONALLY interact with someone else from before the war, it's only for like a single line of dialogue. Nora and Daisy should have had an entire conversation about their memories of the library, all the time they spent there, like "Hey, remember the head librarian, the old bat who blew a gasket if you spoke too loud?" Far Harbor is even worse, where the MC literally says they have no memories before the day the bombs fell--u wot?
They want to have an infinite cake to eat. They want a player character with an extensive backstory so they can write an "eMoTiOnAl aNd cInEmAtIc" main quest, but also want to let the player do whatever they want so they then have to almost ignore the backstory they wrote. As a result. The Sole Survivor is one of the most egregious examples of Ludonarrative Dissonance in gaming.
@@BWMagus so many people are so against the sole survivor being a synth but there is every evidence in the game saying we were never alive before the bombs dropped and have no knowledge of prewar world. But we can use power armor with no training as a lawyer and can kill better than the coursers. But were totally not synths
@@brandondenny226 No, because its another example of how brain dead Emil is, and how much Fallout would improve if they ever grew a set of balls and FIRED HIS ASS.
I remember bringing the deathclaw egg to the nest and instantly lighting up and killing the desthclaw on sight and had no idea it would’ve been neutral until I saw a video about the quest. 😅
The kinds of people who never learned of critique, having critical mindsets, nor being able to take criticism I imagine. Fallout 4 is an objectively flawed game with many inconsistencies and quantity-over-quality syndrome, so is New Vegas at points (and I can only hope it's because of the deadline Bethesda imposed on Obsidian, the one because they seemingly didn't want NV competing with the upcoming TES V: Skyrim). To Bethesda, surface level aspects seem to be all you need to get anything done and please an audience, when back in Daggerfall and Morrowind that wasn't the case. Either laziness or lack of care, this ain't good.
@@TheBreakingBenny Yes, most of NV's problems are a result of time and money, and also sometimes because of console limitations; there's a ton of cut content that has been restored by mods that was, you know, like 90% complete.
@@TheBreakingBenny We now know that Obsidian could have renegotuated the contract to be longer.they werent held to the timeframe by Bethesda, it was Obsidians choice to run with what they had done
It is still possible to get two radiant quests in the same place, to do so, if you are looking to reproduce the same thing for easy "Go get X object" Radiant quests, you need to not entirely clear the area, if when you look on the map and it says [Cleared] after the name of the location, then it won't come up again (I have no idea what the game thinks [Cleared] means, probably all ennemies killed or all unique legendary items placed in area looted)
In Skyrim, a cave wasn't cleared until you took the loot at the end (whether that was a chest, a wordwall, or whatever other MacGuffin they decided to throw down there). I think that you could kill all the enemies in there and not have it update, but if you touched the final chest, the [Cleared] tag was applied on the map.
On the Mystery Meat thing, I think there’s a way to make the “it’s actually cannibal $@@&” thing work: don’t make it a twist, make it obvious even in universe. Like, it’s a post apocalyptic, irradiated wasteland where resources are scarce, of course people would turn to that. And it’s just civilized enough that turning to it for profit still makes some sense, twisted chance at being a big part in restoring civilization…but at the same time it’s civilized enough that most people wouldn’t be down for that. Basically imagining a scenario where the mystery meat guy hawks his wares only to have a gun pulled on him immediately, because anyone with two brain cells to put together knows what’s up just from it being “mystery” meat. Acknowledges that this kind of crap probably happens all the time in the wasteland, but doesn’t even pretend it’s some stupid twist. Bonus points if you get to blow the guy away on the spot with no penalty because everyone else knows what’s up, more still if you get a look at the consequences (though they’re kinda tempered in this version, only the people truly desperate for food would care or buy the meat).
This is a new and refreshing take on "UNEXPECTED CANNIBALISM". It just feels more natural that people in the setting actually expect it but also abhor it and punish it if possible, rather than being a *big shocking twist* that in practice is cheesy and predictable the moment its set up.
Cyberpunk 2077: -Take a job to kill a high-ranking leader of the Valentinos. -Use complex stealth tactics and cyberware and break into his office. -I break into his office and shutdown his camera and use the opportunity to explain himself -He tells me his girlfriend was shot by a rival gang and that the job came from her father, a leader of that gang; the hit was the end result of a violent Romeo and Juliet relationship -I take pity on him and tell him to leave Night City so he can stay alive for his girlfriend -The Valentino leader allows me to leave in peace. Fallout 4: -Someone tells me to look for a locket stolen by bandits -I go into the bandit base, kill the bandits, and get the locket back -I return the locket Quests are garbage in Fallout 4
Cyberpunk 2077: You can buy a robot, fight for it, use a rigged chip to upload a virus to gang's mainframe, hack that chip and use that to pay. Fallout 4: walk through the building killing enemies, kill the boss, leave. Main quests in f4 are about as complicated and interesting as "break into warehouse and steal a truck/an item" gigs from cyberpunk. Except that even those gigs come with more variety and choices, like that one where you need to get a recording of a murder from some building in the docks. Not to mention that ALL gigs have at least 2 routes - kill everyone or be sneaky. PS Actually, saving Nick is roughly the same quest as getting the robot in prologue of CP2077. Except in cyberpunk you have a chat in the beginning of the quest and you can avoid the fight completely. Iirc, you even get access to Maelstrom vendor and several chrome upgrades that way. While in Nick's quest the chat happens at the end and actually renders everything you did in that dungeon meaningless if you talk your way out. As if you didn't kill several dozens of gangsters.
@Creetosis Fun fact - when you recruit dr li for the brotherhood, everyone tells you that she created liberty prime however, during the institute questline, she says that she helped with liberty primes power source Cant even stay consistent between two storylines 🤣
@@Creetosis question: have you watched the synth creation process in the robotics lab? It seems bethesda put more effort into that alone than the rest of the game
44:11 I find it silly that the Russian stereotype character exists with an accent. It’s over 200 years post war are we to assume the US is still receiving immigrants? if not there’s no sensible reason for anyone to develop a Russian accent growing up post war in a settlement where everyone speaks the same language
Not only that, but Russia was allied with China according to at least one source in New Vegas, so it's hard to believe many Russians were living in the exceedingly obsessive anti-communist US at the time of the war--at least Russians who were speaking Russian or with thick accents and not doing everything possible to blend in. People of Chinese origin were rounded up into camps, and I bet Russians would be too if they didn't blend in well enough.
No their parents are immigrants from Europe. In fallout there’s working boats, it’s a theory or something their family is from the baltics and came to the US east coast. I don’t remember. Either way that’s probably the most plausible explanation. Boat travel would be the only real viable long range travel for most large groups. Sail boats wouldn’t be that hard to make with everything laying around in universe. But hey, I can’t remember where I read that. Wiki, or as a theory. But it can make some sense idk
Radiant quests don’t bother me because it can work if you’re role playing, like a normal member of the Brotherhood for example, but can largely be ignored if you’re uninterested. However, I can see that radiant quests could be used as a ‘quantity over quality’ thing and used as an excuse for why real quests suck.
THey just don't end up making sense in the world. Radiant quests would only work with randomly generated spaces, like a space game where you're told to go to planet randomly-generated name to collect random item, and then the game actually creates a procedurally-generated space to explore, which vanishes forever once you eave. But here, it's like "I was just there 10 minutes ago" or "How did a gang from the far opposite side of the commonwealth come all the way here and kidnap ONE settler?"
I think radiant quest genuinely accomplish something good, but speak to deeper a problem Bethesda itself invented. Radiant quests yield reliable caps and scrap. Considering how expensive everything from settlement stores to ammo to scrap itself, radiant quests are a helpful addition. But this "helpfulness" is the result of a grindy game that artificially starves the player. Gone are fun money-making activities like gambling, caravans, or practical crafting for profit. The radiant quests are a consequence of the broken economy! Also, I find it hilarious how the Valetnine Detective quests are so shallow, but Bethesda realized its mistake and made it central to a DLC. Too little, too late.
Wait, what? Money is nearly worthless in this game; there's almost nothing to buy. I've always been swimming in cash almost fom the start. Unless you are buying metric boatloads of crafting materials, I guess, but in that case, radiant quests don't give you anywhere near enough to help you.
1:04:15 I agree with 90% of what you’re saying during this video but during my play through it felt like I was seeing the factions I side with have an impact on the game world, as soon as you finish “Show No Mercy” the BOS will start flying vertibirds and ground troops will start getting engaged in random mutan locations. I saw the minuetmen clear out the crashed plain near templines bluffs after you finish “Retake The Castle” (Edit: BOS will start gunning down random settlers as well and shaken down for supplies such as food & water
This is something that is 1 step forward 1 step back to me. Yes. Members of a major faction doing patrols is a very neat display of the consequences of completing their respective quests. On the other hand. They're almost completely incompetent due to poor balancing and worldbuilding. As they'd most likely get bodied by some random raider or gunner squad armed with pipe guns and wearing basic clothes because because the game scales their levels to the player's. And no matter how many quests you complete for a faction, *_the Commonwealth is still overrun with raiders, gunners, synths, supermutants, feral ghouls, and dangerous wildlife._*
But what IMPACT do they have? Yes, they now EXIST in the game world, but they don't DO anything. Even if they (or you) clear out one of these locations...so? It'll just re-populate in 3 days. It is nice to see them but that's the bare minimum.
The dilemma of G.I. Blues and The White Wash quests in New Vegas are both just side quests but they're way better than any and every main quests in FO4. What a shame.
I honestly like the idea of radiant quests, if done right I think it's a decent way to lead players around the map. The biggest issue is that the locations they lead to are often boring and repetetive. There's also just way too many of them and they _replace_ handmade quests instead of assisting them. As you say it just becomes busywork for no reason except playtime.
Damn straight. If the radiant quest content is written so that them being infinitely repeatable is believable (and therefore aren't "important" in the grand scheme of the game world), then people would have no problem with it. Radiant quests in general should just be part time jobs you can take to grind money out of. Nothing more.
Order Up is classic example of Bethesda frontloading the game for journos and zoomies. They did the same in Skyrim with Camilla/Sven/elf romance quest.
Thanks for reworking/re-releasing these. I watched the originals years ago and though I doubt I could point out the exact changes they do seem more structured and easier to listen to. I recently watched a "debunk" of part of your video (to do with Emil P and his writing) and I have to say I don't think he listened to what you were trying to say, just harped on about your negativity. A win in your column I think. This series is great to have on in the background as I build another modded run, as it reminds me to go looking for mods to correct the issues you bring up. This game will never be "fixed" with mods (I think even die-hards would have to admit that) but it does make it a lot more tolerable.
36:50 The end of that quest is like the Come fly with me quest but less fun. At least with the later we get information of what happened with the ghouls after the game.
1:18:11 Honestly black screen is more pleasant to look at than undercooked lighting of Fallout 4. Still have to point out that footage appears to be missing
Also past that no scientist head appears to beep swearing, so YT might screw you over again. Anyway, it's just sad that the video covering entirety of F4 side quests is the shortest one. Truly shows just how bad things got
I saw during the premiere. I checked the editing file and the footage was there, so there was no reason it shouldn't have rendered. I don't know why this happened.
To answer your question of whether or not quests will still pop up on a locale/settlement that just got helped - yes, it still happens. In my play, the Slog's Wiseman asked me to help killing raiders at Saugus Ironworks, which is just 50m down the road. I installed 2 artillery pieces, popped smoke, let the thunder roll, and went in to kill the rest inside the factory. Got out, met with the ghoul to report in a finished mission. The sting came in and the texts appeared to notify a finished mission. Then Radio Freedom came in and the quest marker immediately popped back up on Wiseman's head. Turns out he wanted help with installing defense. The objective then popped in at 0% and immediately followed up with another freshly updated objective being finished at 100%. Free caps I guess. 😂 Also, I completely agree on all points. The Minutemen appear as a bunch of do-gooders that constantly need handholding, and will instantly spergs up the moment you - their General - steps out of line. The Brotherhood is just mindless automatons getting killed by Super Mutants left and right, ordered by an edgelord psychopath to do eugenics - EnclaveLite to the core, and fascists at heart. The Institute is just an old infant insisting on his idiotic vision of humanity where no one gets to be human, where only they get to be the heads, and decides to shoot themselves in the foot by announcing themselves out in the open when every faction is already fully armed and belligerent. The Railroad is the worst - a bunch of childish freedom fighter wannabes that pouts and jeers the moment their game is up, or - if God forbid - you mock their sour attitudes (fuck Carrington and Desdemona (Skyrim's Delphine btw) - each faction is cursed with 1 unlikeable NPC. The Railroad has 2 while having the least members). They are ALL worse written than Daniel in Honest Hearts - the worst, most hypocritical, arrogant, and wimpy fuck in New Vegas.
Been a while since I played FO4 but pausing a few minutes in to say that Bethesda literally put radiant quests in generic locations in Starfields main quest line. That's how bad they've become. They couldn't be bothered to make curated content for the main quest line of their flagship game after lord knows how many years of development. Todd needs to retire. He's all washed up and has no ideas.
You know what would've helped with that? If they used a certain document. One for designing the game. A design document. But they're too good for that apparently.
Would you ever do on an analysis of fallout new vegas? You've talked a lot about fallout 3 and 4, but i'm wondering what insight you might have to add onto fallout new vegas' design and quests.
I do want to cover New Vegas in full at some point, but there's also a LOT of things I want to make videos on, so there's no timeline on getting around to New Vegas.
Something I’ve noticed about the side quests in Fallout 4 is that many of them are missable. I have hundreds of hours in modded Fallout 4 and many of these side quests are ones I’ve only done once and only because I looked up how to start them. I’ve rarely felt like my character has had a need to do the things to start them. NV does a much better job of getting you into side quests, and even Skyrim does it better. I think is a symptom of multiple problems. In Skyrim, a lot of the extra dialogue you have with NPCs leads to side quests, and the game teaches you to look for them instantly, starting with The Golden Claw. NV forces you to meet and interact with all the factions as part of the main quest and introduces side content along the way. Fallout 4’s godawful dialogue wheel and constant radiant quests don’t encourage you to look for side quests. Another problem this is a symptom of is the world building. Fallout 4’s world is just plainly less compelling than NV’s or Skyrim’s. It feels hollow and unfinished. Some things sound really cool, then you find them, and it’s a massive letdown (this was the Railroad for me). Much of it relies on you already caring about things from other games too. MacCready is a good example of this. I played 4 before 3 so I never gave a shit about him.
Bad worldbuilding is a very major reason, IMO. A lot of the sidequest in 4 are self contained bubbles of "LOL WACKY ZANY APOCALYPSE WOAHOAHOAHOA!!!" with little substance and character to them. Compare Fallout New Vegas' "Come Fly with Me" and Fallout 4's "Last Voyage of the U.S.S. Constitution". Superficially, they are similar: Have a group leave by helping them repair and launch their rocket ship. Yet "Come Fly with Me" has more characters you speak to, actual lore with the discussion of the religious ideology of the group involved and some lore for the "enemy" group, the location involved is connected to the wider world as its a salvage area and major source of income to the nearby settlement, and your decisions have long term consequences in the form of ending slides.
I hate how these quests make it feel like your the only one doing anything, I want to feel like I’m an actual part of an organization, but instead I doing these mindless quests where I’m the only one doing stuff while the rest of the characters sit on their asses
18:46 refresh my memory which quest is that? There is no mandatory radiant quest in BoS story for progression. I know MM is based on these, but not BoS. If you’re referring to Arc Jet thingamabob, i wouldn’t say it’s that bad & that item has narrative meaning. I hate going to the nuke pyramid in the Glowing Sea a lot more tbh. But otherwise, what quest were you referring to in FO4? I don’t recall ANY required radiant quests for story progression
At two (or three IIRC?) points in the BoS storyline, you're required to do a set number of (usually 2-3) radiant quests to progress the storyline to the next actual quest. These radiant quests can consist of 3 things, and they're chosen at random (with the 3rd option only being unlocked later in the story), but have the same names. 1. "Cleanse the Commonwealth" and "Leading by Example": Go to [Mutant/Ghoul Dungeon Location], kill all of them (Looting stuff from that location in the process), then return to [Quest Giver] for [Reward]. 2. "Quartermastery" and "Getting Technical": Go to [Random Dungeon Location], loot [Quest Item] (typically killing everything in the dungeon and looting the quest item either from the dungeon's boss or the end-of-dungeon chest), then return to [Quest Giver] for [Reward]. 3. "Learning Curve": Escort [Brotherhood Scribe] to [Random Dungeon Location w/ Terminal], protect them as they go to and from this location (typically killing and looting stuff in the dungeon you go to), then return to [Quest Giver] for [Reward].
I can get a perk that let's me eat people without even bothering to cook them. Why do I have to take moral offence to the feral ghoul cannery, instead of just buying out his stock?
I know this is probably the least important part of the video but the Vault 81 quest where you get the cure, you get the disease regardless of if you are hit or not. I spent time going through that quest and avoiding getting hit and at the end i still have the disease so you can't avoid it even if you don't get hit
I actually disagree with you on Radiant Quests. As a system, radiant quests aren't actually a bad thing and it depends heavily on the style of game you're making as to whether or not it's appropriate to use them and how much. Fallout 4's grave sin is using radiant quests as a poor substitute for actual quests. This is especially abhorrent since Fallout was primarily meant to be a narratively focused game. If radiant quests were simply small mercenary style side quests meant to provide something to do and give you some money to help you work toward a new piece of gear while FO4 *also* had well made side quests, the reception of radiant quests would not have been so negative. There are also games where the the quests in the games are *entirely* radiant, such as Band of Brothers, where the story that is told *isn't* the one given to you by the quest itself, but the story of how you accomplished it. So instead of a blanket statement that radiant quests are bad, I think instead they should be seen as what they are: A tool, which can be used to great effect, or can actively make something else worse, depending on the job they're used for.
That's a fair point. I don't mind them in 7 Days to Die. Problem is that these are vast RPG worlds that are supposed to be deeper than "kill creature in random location infinitely." I should have been more clear on that.
My most used example is the Saugus Ironworks radiant quest. Instead of killing the band raiders there and saving a rando hostage, and waiting 2 to 3 in-game days for yet another band of raiders to occupy it and hold yet another rando hostage there, it should've been a massive sidequest that would have its own ending slide. I mean. Its a working steel factory! Such a facility would be invaluable in the post apocalypse. Tons of people would be fighting over who gets to control the damn place to restart steel production and sell the product and revitalize the Commonwealth!
It doesn't get any better with mods like Sim Settlements and Horizon. They add even more busy work. Both of them hate other mods, even mods totally unrelated to their gameplay.
Yea, I prefer the “scrap anything” and the “build anywhere” mods. I like building settlements in basically the middle of a war zone and see how long it takes before the generic npcs start dying off hahah
@James_A90 More like they're both archeologists who discovered an ancient crown and gained magical powers at the cost of their sanity. It's literally point by point.
1:16:31 Yet another thing _New Vegas_ does better than _4._ I'm a bit surprised you still didn't include this companion dialogue implementation that Obsidian added into _NV,_ in which companions would comment on certain locations *once,* and no more.
To be fair, Carrington's prototype seems to be the first Railroad Stealth Boy. Those are items that Tinker Tom starts to sell later down the line and they're better than regular Stealth Boys allowing for 10 extra seconds of cloaking. However, why the fuck would it be Carrington's idea if he's a doctor and why doesn't the game explain that we helped being this idea to life? It's just half-baked.
At this point, I'm not sure. I obviously haven't considered every single possible scenario, but the point is that this trope has been done so much that any time a suspicious or questionable meat food product is at the center or focus of a story, then it's pretty obvious its going to be human meat.
Hmm, what if the twist is that it's actually tasty and there are no problems, thus setting up a moral dilemma--eat the immorally-sourced food (let's say it comes from the recently deceased or something and not people being actively murdered), or starve due to a lack of food? Also, Far Cry 4 had this but it sort of worked because it was never confirmed, it just had a guy acting extremely sketchy, and when Ajay is like "I'll hunt some deer to restore your stocks" he's like "Oh! Yes, deer, that's absolutely what I was talking about, yessir!"
@@BWMagus what if a country was attempting to raise the population of, say, elves, but there is currently a massive war happening. So to feed the elves, the person running the country was quietly taking groups of humans and killing them in secret to help supplement the food supply of the elves. The protagonist is investigating after hearing rumors of entire towns going quiet and makes this discovery.
Probably if it wasn't done for malicious purposes and only out of sheer desperation. I remember one scene in Kingdom, a period Korean zombie drama, where the main characters returned to a fallen estate/hospital that was supposed to figure out the "plague" so that the besieged townspeople they've rescued yesterday can rest. One of the main characters, a vagrant war veteran, scavenged some meat off of the dead hospital staff to help feed the starving townspeople. Cooking the meat in a boiling pot. At that point in the show, no one knew how the "plague" worked. That even cooking meat thoroughly wouldn't eliminate the plague from the food. And so after few minutes, the townspeople who ate the human meat became infected and the main character was racked with guilt.
In the mechanist dlc, the General Atomics building mentions how the Ms Nanny's should grab a spare fusion core on their way out. This implies they run on Fusion cores, which explains why Codsworth is still around.
Video Timecodes:
0:00:00 -- Intro
0:01:00 -- Part 10: Mindless Busywork/Radiant Quests
0:26:13 -- Banished from the Institute
0:26:32 -- Cambrige Polymer Labs
0:27:22 -- Curtain Call
0:27:35 -- Vault 81
0:27:42 -- V81: Hole in the Wall
0:28:25 -- V81: Dependency
0:28:39 -- V81: Here Kitty Kitty
0:28:47 -- V81: Short Stories
0:29:08 -- In Sheep's Clothing
0:29:47 -- Kid in a Fridge
0:29:49 -- Mystery Meat
0:30:50 -- Order Up
0:31:29 -- Out in Left Field
0:31:48 -- Painting the Town
0:32:24 -- Pickman's Gift
0:32:50 -- Public Knowledge
0:32:55 -- Pull the Plug
0:33:14 -- Story of the Century
0:33:23 -- The Devil's Due
0:33:57 -- Nick Valentine's Detective Agency: The Disappearing Act
0:34:56 -- Nick Valentine's Detective Agency: The Gilded Grasshopper
0:35:42 -- The Memory Den
0:36:05 -- Trouble Brewing
0:36:16 -- Vault 75
0:36:28 -- Here there be Monsters
0:36:48 -- The Last Voyage of the USS Constitution
0:38:46 -- The Big Dig
0:39:45 -- The Silver Shroud
0:40:33 -- Diamond City Blues
0:42:31 -- The Marowski Heist
0:43:19 -- Confidence Man
0:47:29 -- Human Error
0:49:34 -- Cabot House: Special Delivery
0:51:14 -- Cabot House: Emogene Takes a Lover
0:51:36 -- Cabot House: The Secret of Cabot House
0:52:49 -- Discussion and Comparison of the Quests
1:07:12 -- Part 11: The real Fallout is the Friends we made along the way
1:18:03 -- Companion Quest (Cait): Benign Intervention
1:20:37 -- Companion Quest (Curie): Emergent Behavior
1:20:54 -- Companion Quest (MacCready):Long Road Ahead
1:21:13 -- Companion Quest (Nick Valentine): Long Time Coming
1:21:34 -- Conclusion
Music Timecodes:
0:00:00 -- My Chrysalis Highwayman -- Fallout 2
0:10:37 -- Wasteful Anthem -- Mother 3
0:14:00 -- Wingly Forest -- Legend of Dragoon
0:18:22 -- Military Precision -- Half-Life
0:19:43 -- The Lava Dwellers -- Stardew Valley
0:22:44 -- Dark Cave -- Pokemon Gold/Silver/Crystal
0:25:41 -- Megaton Walk -- Earthbound
0:29:56 -- Battle in the Coming Days -- Breath of Fire III
0:34:46 -- Milkyway Battle -- FTL: Faster Than Light
0:37:26 -- Cumbersome Guys -- Mother 3
0:41:10 -- Boss Battle 1 -- Legend of Dragoon
0:47:04 -- Black Mage Village -- Final Fantasy IX
0:50:23 -- To a Distant Place -- Breath of Fire III
0:53:07 -- Team Aqua/Magma Leader Battle -- Pokemon Ruby/Sapphire/Emerald
0:56:07 -- Forbidden Land Battle -- Legend of Dragoon
1:00:31 -- Troublesome Guys -- Mother 3
1:05:25 -- Battle 1 -- Final Fantasy IX
1:07:15 -- Donden -- Breath of Fire III
1:12:46 -- Fancy Meat Computer -- Hylics 2
1:18:43 -- Valley of Corrupted Gravity/Home of Giganto -- Legend of Dragoon
1:21:32 -- Ceder Woods -- Breath of Fire III
@@Creetosis people who unironically hate this game have no self thought at all. one person was so determined to bring up something negative about fallout 4 to the point that they said "fallout 4 sucks because it focused too heavily on settlements" and then nothing else. no reasoning or anything else.
Hay, another settlement needs help...
@@Random-World-Eater no you’re supposed to be destroying settlements
@@jakespacepiratee3740 yeah, im there, destroying it:) need more skulls you know?
I’ll never forget playing New Vegas for the first time (FO4 was my first fallout game) and being told to clear out a building filled with ghouls, expecting a FO4-style radiant quest, but instead being plunged into an extremely well-written conflict between a cult of ghouls trying to escape on a rocket and a group of schizophrenic super mutants led by a Brahmin skull. It quickly became one of my favorite fallout quests and it’s such a shame seeing how FO4 could’ve been.
That was a great quest line. One of my favorites.
You could solve it however you want, be that peaceful and diplomatic or careless and psychotic and everything in between.
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Up to that point, I was expecting it to be a generic "kill all monster enemies" quest. Because before New Vegas, I only ever played so called "RPGs" where there was barely a dialogue system, let alone allow you to choose non violent actions in a quest.
So meeting the ghoul Bright Brotherhood, talking to Jason and discussing his ideology, and talking to Davison to peacefully leave with his nightkin raiding group if I can find where the stealthboys they're looking for are, basically letting you talk to the monstrous "enemies" and peacefully solve everyone's problems, is such a breath of fresh air to me.
It was at that point that I realized what a true Role Playing Game really is.
Ive always said take the writing of new vegas and combine it with the combat mechanics of 4 and it would be as close to a perfect fallout as we can get, but sadly gamers are stupid and EXTREMELY easily satisfied, if you dont think so look at all the idiots still defending 76 saying stupid shit like "well its good now" to which i say yea, why wasent it that way at launch then?
@themanwithnoname1839 it's sad because it's still not good 😭😭
The real peril of radiant quests is that they aren't even as good as POORLY WRITTEN quests.
I'd rather 100 radiant quests than a second boy in the fridge quest
I think over the years Bethesda have lowered their level of writing enough, so as at this point they are almost as bad as radiant quests.
I am confident that by the time TES:VI hits the two would probably be non discernible.
@@stronkveak5917Makes me think of that one meme where the Fire Salts sidequest from Skyrim is reimagined in the styles of Morrowind, Oblivion, and a hypothetical sixth game. It's given a detailed backstory in the Morrowind section, a moderate backstory in Oblivion, the standard "Bring 10 Fire Salts to Balimund." objective from Skyrim... and then the Elder Scrolls 6 section is just Balimund T-posing next to the word S A L T
Devil's Advocate:
Monster Hunter is damn near nothing but "Radiant Quests." Yet it is widely critically acclaimed.
Counterpoint to the Devil's Advocate:
Monster Hunter combat gameplay is challenging and has massive depth.
*Fallout 4's isn't.*
Also, your companion can spoil the Deathclaw reveal in the Witchcraft Museum. Which happened to me the first time. I don't recall which companion I had, but he just said "That's a Deathclaw, we should leave."
loool
The fact that he noticed it and suggested leaving makes me think it was Deacon
@@TunnelSnakesrule13it was he said that when i went there too
Not that the suspense there matters, either. By that point you’ve already blasted one at the beginning of the game when you get power armor
@@josephwhittaker2065 Which is why i use a mod that removes the T 45 armor at the start. the only ways to get Power Armor now is to join either the Brotherhood, or thanks to America Rising 2, ENCLAVE.
Fun fact about the Telvanni Bride quest in Morrowind: If you talk to the guy afterwards, he admits that he knows that you tricked him, but is impressed with your creativity and resourcefulness, and that alone is what he was testing. It's really great.
Even Rex and ED-E from New Vegas had companion quests, so the fact that Codsworth and Dogmeat don't respectively have one each in 4 is pathetic.
If you asked Bethesda, they'd probably try to claim that Codsworth and Dogmeat both DO have companion quests: the "walk around Sanctuary trying to look for your obviously-dead wife and your blatantly-kidnapped son" quest for the robot, and the "use the dog to get vague directions to the hideout of the Corn Flakes cereal cyborg" quest for the German Shepherd.
@@nadrewod999 Fallout New Vegas Fans when a Dog doesnt have a drawn out, lengthy in-depth emotional shakespearean quest for a fucking dog:
@@jakespacepiratee3740Rex had a better story than the entire institute
@@zm1786 Comparing an entire faction to a robot dog is a weird flex but ok
@@jakespacepiratee3740 That's not even what they're saying. Rex's and ED-E's quests are far from "lengthy in-depth emotional shakespearean". Just an aspect as to what they are and where they come from, and offer the player a means to improve upon them mechanically and narratively.
Rex gets a brain transplant, with a unique perk depending on what brain you choose. ED-E can either have their technology studied by the Followers or the Brotherhood of Steel, depending on who you choose, is what perk ED-E gets.
Dogmeat and Codsworth getting nothing is just wasting their slot as companions. You only keep Dogmeat because haha doggie, and you forget Codsworth by the time you leave Sanctuary. They're just purposeless when the other companions in Fallout 4 have quests, some kind of motivation, and benefits to the player.
But you're just going to go on about New Vegas fans, so it's w/e.
I dont know if creetosis talked about this but when you go to boston airport when the brotherhood arrive, the first paladin tells you to stand down and tell him why you're there, if you tell him its your own business, he'll say that he has shoot to kill orders and asks if you wanna go down that path, yet none of the brotherhood actually shoot you if you enter the airport. Bethesda were clearly so intent on the player wanting to join the brotherhood that they didnt bother to add actual consequences for disobeying them
I actually went around the guards at the gate of boston airport hoping to fast track becoming a brotherhood knight.
I was so preoccupied with basically speedrunning that I didn't notice that this supposed restricted access military base let some rando wastelander run around the place.
Oh. And you can actually use the vertibird landing pad to get up to the airship despite being a rando wastelander.
@@DJWeapon8Holy fuck, this game is utter dogshit
@@DJWeapon8
- Стоять! Ты кто такой и куда прешь?
- Я к маме на работу.
- Проходи.
meanwhile in NV, if you approach the Brotherhood without Veronica in tow, they clap a slave collar on your neck and make you do suicidal tasks with the threat of your head asplode if you disobey. And you can actually disobey and get your head asploded.
Similar thing happens in Dead Money.
@@Brandelwyn even more hilarious is the actual in-game example of the female player character.
Where paladin Danse asks her for military credentials.
And she cites *_being the wife of a soldier_* as her military credentials.
And Danse just accepts it and takes her in!
I can't wait for the next Fallout, a game where there are zero dialogue choices, nothing but radiant quests, and barely any npcs or stories.
... wait
.....And 16x the detail.
Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas
@@QuothTheRavenclaw11and 16x times the size
Starfield 🥲🥲
Fallout 5 is going to be a Visual Novel with a single dialogue choice everytime you are asked a question...and the game will still manage to feel like its railroading you!
Creetosis putting more effort into writing a critique of FO4 than the writers did in making the game itself:
Emil is allergic to effort
Common Creetosis W
You're not even wrong, literally exactly that. Emil couldn't bother writing a proper main story and associated quests and tie in quests for each and every faction because "the player will spend 20 hours building a shack". Fucking crusty ass lazy bum.
True, but that also a very low bar for anyone to achieve
@@stronkveak5917 Bar? You mean that chasm in the floor?
The real penalty for getting the mole rat disease is having an icon constantly onscreen to remind you you have it, or having to turn off icons leaving you open to overlooking more important conditions. People complain about a 5% health debuff in Elden Ring, but at least that doesn't have a big, goofy Dr. Mario pill staring you in the face the rest of your run. Worse still, getting mole rat disease because your companion got bitten? The worst.
Bethesda programing at it's finest, the actual debuff is meaningless but the bugs that come with are the real downside
Oh God, that was the worst one, doing that Quest on Survival was pure pain.
How lucky of me that i use a immersive hud that hides diseases
@@great2831 Mods dont count.
Honestly X6-88 having a quest could be a pretty neat quest about an emotionless killing machine slowing gaining more emotion and how you act could lead to him becoming more of a person and less and emotionless drone.
It could have him leave the Institute and game ala Danse (maybe if the player doesn't do certain options in an Institute run of the game), to him travilling with you since you oppose the Institute and he can trust you not to sell him out to them or you have an option to have him reset and you either get him back but he's been factory reset and is back to his initial personality or you get an entirely new Corsair unit companion.
Still blows my mind thinking about what Obsidian was able to do with New Vegas in only 18 months; yet Bethesda, with 5 years and infinitely more resources, fails so abysmally at most aspects of writing and world-building 🤦🏽♂️
The writing has the same level of quality as a last minute high school essay.
@@americankid7782 i have written high school essays that look like groundbreaking masterpieces in comparison to fallout 4
And with even more time and resources at their disposal they made an even worse shit pile in Starfield
Yeah it's better in terms of aesthetics, world building, etc. but from a technical standpoint you can definitely see it was rushed through production hell. Clunky animations, outdated textures, lack of lighting...
@@iexist.imnotjoking5700that should come after substance anyway. The mechanics are vastly more complex, even for how ugly it can be at times. The point still stands. Plus, you don’t really wanna go down that road. Bethesda just gave fallout 4 an update and it still didn’t fix a lot of issues lol
Emil Pagliarulo: We want players to know... Pickman's a serial killer.
Us: O-okay?... So he's just like us and the rest of the world then?
Emil Pagliarulo: Remember, it's all about "Who can you trust?..." (Probably inserts some stupid spooky noise)
Us: Yeah, it's looking like any other writer than you at this point...
He's not really a serial killer because his victims seem to only include raiders and not settlers or anyone else
@@zambekiller Indeed. Kind of like it’s not a bug…
⭐️ 🌟 💫 …It’s a feature…💫 🌟 ⭐️
Calbeck is pretty apt when he claims Emil Pagliarulo's like a stand-up comedian, if he were to say more about his "jokes" then it'd be like explaining the jokes (and thus he jumps right to the next joke).
@@zambekiller Umm...yes, because if he did that, then he wouldn't be a serial killer. Serial killers, by definition, target specific kinds of people--women, blacks, gay people, young people, handicapped people, whatever.
Anyway, it's worth noting that Pickman and his gallery is one big HP Lovecraft reference. I forget the name of the short story, but it's about a painter who paints disturbing "fiction" that turns out to be actual nightmare fuel that lives in the sewers and tunnels under the house he uses as a studio in Boston, including very graphic and realistic corpses, I believe. So as a Lovecraft fan, I at least appreciate that.
@@BWMagus the story is called pickman's model by Howard Phillips Lovecraft and serial killers change Mo all the time examples being jack the ripper, HH homes, zodiac killer, some French killer who's name I can't spell or pronounce properly or the leader of the i think it was called blue paradise in Japan. But but still this is a fictional character in a fictional world where the police are no longer a thing and raiders aren't actually people now are they given how many the player slaughters regularly
I really miss some of the seemingly simple quests, like the interrogation of Silus of the Legion. Beat him up, try to talk without skill checks and probably fail (GASP! Failing in a quest?!?! Such an impossible concept!), or get the informations from various skill checks. Alas, we got no skill checks any more.
Honestly, Here Kitty Kitty is only absurd because the cat listens to you without even knowing you and doesnt just say "fuck off, unknown human, I do what I want."
Cats would tell you to f off even if you were a known human. Because that's how cats work
BETHESDA DOESN'T KNOW HOW TO CAT.
people who unironically defend this game have no self thought at all. one person was so determined to bring up something negative about fallout new vegas to the point that they said "fallout new vegas sucks because it focused too heavily on factions" and then nothing else. no reasoning or anything else.
I have had a blast with FO4, but its honestly so blatantly bad at writing, and anything remotely similar to what an RPG is supposed to be, I solely play it for the FPS elements which I actually found pretty fun
@@Chuked tbh I agree but even the FPS elements aren't all that competent. Legendary enemies are the biggest example with how they are basically bullet sponges among slightly weaker bullet sponges. Weapons are so poorly designed they actually have adverse effects on shooting (i.e. Institute laser gun taking up so much of the screen, guns having hard-to-see sights).
@@Chuked Shadow Warrior 2 is the game Fallout 4 wishes it was and I still give that game shit for its issues.
@@ChukedThing is, an fps usually gets boring before 30 hours of playing, while an rpg like Vegas, deus ex or the masquerade gets you playing longer because you know you can change the world with your choices, even with relatively bad shooting.
Also vanilla weapons look so bad I can only enjoy like 4 guns.
@@kristen5149the fact is that a decent RPG that allows you 3 general playstyles (combat, stealth, diplomacy) and using simple math, is going to be 3x longer than other game genres.
Especially if you add in worldbuilding, dialogue, and myriad choices and consequences.
This is why I firmly believe role playing games are the pinnacle "genre" of video games as a medium. Because it has the potential to seamlessly incorporate every other genre in a cohesive manner all the while retaining the one thing video games have that other media don't. Interactivity.
This is exactly why i have zero hype for Starfield. You just KNOW Bethesda is gonna make 98% of those planets nothing but radiant quests with an extremely lackluster generic sci-fi story. You already got Pete Hines out here saying stupid shit like "the game doesnt start til after you finish the main quest"
This comment was absolutely prophetic.
Radiant quests? Oh they went one better and made the fecking worldspace "radiant"
Comment aged like a fine wine
Yooo this comment aged like a fine wine. Literally called it. I still have no idea how people actually got hyped for that game.
Thought the same thing as soon as they revealed "procedurally generated planets"
Regarding Hole in the wall. - I strongly suspect the only reason the Cat Quest exists at all is to set the "oh no, kid got bit and sick" quest into motion as soon as possible. As Bethesda can't stand the concept of you missing out on *any* content, by never coming back to this vault ever again because why would you. This is also why there's half a dozen people here you can turn in various garbage to for caps. Just to entice you back to trigger this one stupid quest with a hackney'd moral "dielemmas" on the end.
A dilemma you can bypass entirely due to Bethesda's quest scripts being written as badly as their stories. You can duck out of the conversation and take the cure when they ask you to choose. You can then rejoin the conversation and choose the option to give them the cure, even though you won't even have it anymore. It makes the "choice" even more of a joke since it's trivial to get both.
You know how the radiant quests can be improved? Have them lead to the factions gaining more of a foothold on the Commonwealth, perhaps have the settlements change in order to reflect your decisions. While this may lead to issues at the end game, such as destroying the Institute or the Railroad, it’s better than “Go here and kill X”.
Quests that have consequences like that shouldn't be called Radiant Quests. Meaning they shouldn't be infinitely repeatable minor side content.
If a quests can lead to a faction gaining territory, then it should be as part of a properly written major sidequest-line.
Radiant quests should only be menial everyday work that practically only has minor short term consequences in the form of payment and some positive reputation gain.
Like mining ore, harvesting crops, delivering packages, guard duty, escorting caravans, hunting game and fishing, etc.
@@DJWeapon8Radiant quests being menial is the exact state they are in now, and the primary reasons why they suck. It also massively breaks immersion as you advance through the ranks of a faction and are still everyone's errand boy.
@@vahlen5281 no.
Radiant quests are _perceived_ as bad because *they make up like 90% of Fallout 4's quest roster.*
Radiant quests, even the kind that I've proposed, will *NEVER EVER* be a proper substitute to a subpar written minor sidequest, let alone a properly written one with many branching paths.
Though you do bring up a good point with advancing through the ranks of a faction.
As such. In my system, radiant quests can only increase your positive reputation with a faction up to Admired. To get a higher reputation, and subsequently advance through the ranks, _you need to complete the actual sidequests of that faction._
This is how Minuteman settlements work. Result is a micromanaging nightmare.
That's what I thought acquiring settlements to provide for the BOS was going to lead to. A foothold that either favors the MM or BOS but nah, nothing that complex came out of it
The memory den could’ve been something more, like, if you were playing as Nate you could have a memory where you graduate from boot camp, or a moment in anchorage, or with Nora you could have a moment where you graduate from law school instead, of watch yourself relive your first trial where you successfully defend your client, or hell, these could’ve been mini quests, where as Nora you could read some terminal to gather evidence for a trial and use charisma to convince the judge to give a lighter sentence, or as Nate you could have a moment where you infiltrate a Chinese bunker in anchorage and save some squad mates, these could’ve been interesting quests specific to which protagonist you play as, but no you just watch your spouse get murdered, again, and have to pass a speech check to get a refund, it’s so disappointing.
When a random dude on youtube is a better writer than Emil lol.
Far Cry 3 has some easily-missable flashback sequences that add a bit of character to the MC's friends from before everything went south. This is content I bet 90% of players missed yet has more depth to it, and it's from freaking Ubisoft.
Telling a cat to go home is a whole different can of worms in the elder scrolls 😂
4:10 the apotheosis of radiant quest system is in the Railroad questline about L&L gang: in the same run I got a quest automatically done because I had killed all raiders before and the target didn't spawn, while another target spawned in Quincy quarry, but because he was a human I saw him dying from radiation.
“Hey can you kill this guy”
(They spawn in hell and die immediately)
“Thank you hero, here is your reward!”
Pickman is a lovecraft mythos reference. In case anyone was worried Bethesda was being original.
Just like the Shadow over Hackdirt quest in Oblivion, a quest and location which might as well exist in a bubble in the world of the Elder Scrolls, though I can't really complain. That quest lead me to discover the writings of Lovecraft.
I love how when speaking about carrington's prototype, you zoom on the item value that says "Value: 0" when saying it never comes up again and is useless busywork to go get it.
I think details like these give video essays (especially very long ones) a kind of charm. And I think it even helps in getting your point across here.
If killing raders makes you a serial killer than i have become death, destroyer of worlds.
Bro thinks he's Dexter.
For when you get to tearing apart the brotherhood, I'm sure you'll talk about the absolute stupidity of Elder Maxon and I'm also sure you'll include this discrepancy. many people who played New Vegas may recall a quest named "Still in the Dark"
This quest is important to the lore building of the brotherhood because if you decide to help Head Paladin Hardin become an elder by kicking out McNamara (the current elder), you'll eventually (after a decent amount of effort) end up in the database room of the Brotherhood bunker and have access to a specific document, this document states a Brotherhood rule named "The chain that binds" The chain that binds is basically a rule stating that a member of the brotherhood can only receive orders from the rank directly above them and if someone wants to issue an order to someone a few ranks lower, they'll have to run the order along the chain of command down to their chosen rank whichever it may be. If you fail to follow this, you can get stripped of your rank. This is important because the quest given to you by McNamara is to find 3 Brotherhood of Steel Knight bodies and bring back their holotags detailing their mission to the bunker. This can get McNamara kicked out of his elder position at the brotherhood bunker because he broke the chain that binds, an elder is not allowed to give orders to a knight as a knight is many tiers lower than an elder.
So how does this relate to Maxon?
Maxon grants you the title of knight around the time you get on the Prydwen airship along with some power armor. He then orders you to cleanse Fort Strong of its super mutants.
Elder Maxon broke the chain that binds, he gave you (A KNIGHT) an order.
He can lose his rank for that. Somehow he didn't.
Bethesda is shit at writing.
To be fair to Bethesda, I'm pretty sure that they already ignored/broke that "Chain That Binds" rule back in Fallout 3, given how much of a shitshow the DC chapter of the BoS was.
Okay but here's a rebuttal: Maxson has a sweet pimp coat.
@@Duothimircounter point my bitchin Navy hat strips all power from his coat
@@nadrewod999The BoS simply existing in Fallout 3 and displaying actions completely antithetical to their ideology already proves that bethesda only cares about how they can leverage the lore for profit.
Never said that Fallout 3 BoS was actually the same Brotherhood of Steel faction from the first two games, just said that Bethesda already showed their ignorance/incompetence with the faction before New Vegas was even pitched.
The NV quest line just shows the difference in the final product when you have talented writers working on your game versus when you have Emil being the """creative director""" on your game.
"There's a nest of bugs just round the corner, it would be a good place for a settlement"
Where?
"We have a good idea where it is..."
There is a good spot, but don't know where it is. If only we knew at the time how much of a sign of things to come it was.
I remember when fo4 came out, the dumbing down was explained as the consequence of making every line, no matter how trivial, be voiced.
And I hated that. If va work is required for every possibility, then they will cut down every possibility.
I think va should be reserved for important moments, cut scenes, end credits.
I don't need to hear the same lines over and over. If anything, that breaks immersion.
For example, go to a bar and there's no bar noises. It's pretty easy to generate a lot of bar sounds so that walking in and sitting down has a background that doesn't loop.
There's no sound for the background. You hear a few NPCs call out the same lines on a loop, but there's no murmur, no distant steps, no wind sussuration. It's empty.
I just found Bethesda likes calling things RPGs, but it doesn't actually like roleplaying. Shoot em up and dumb explosions is what they think will appeal to a mass market.
Looking at bg3, I think, if anything, there's a huge untapped market. But no studio seems interested, alas.
When my wife was playing Fallout 4 and she came across the radient quests, she quickly realized how recycled and tedious they were. She eventually tried killing Preston Garvey when he tried to give her radiant quests, only to be infuriated that's she couldn't kill him.
My wife's favorite companion was Danse since she liked his drive and he was with the Brotherhood. Her second favorite was Cait, but she didn't like how she acted before getting cured of her addiction. She did like that Cait had an arc. Her least favorite was Piper because she thought she was snooty and annoying (true). She never bothered to recruit Preston and she didn't trust Hancock. Strong made her frustrated and she just left him at a settlement after one mission. She didn't get the synth companion because she figured it might turn on her if she did something it didn't like, which might've been an interesting turn. Nick Valentine was the only synth she liked, partially because it was apparent that he was a synth and a decent guy. She also found Curie very annoying and didn't bother to give her a new body. Oh yeah, I almost forgot Dogmeat! She grew up with a German Shepherd and loved having him as a companion... Until he got hurt and whined, she felt so sad and just ended up leaving him in Sanctuary with a nice dog house because she didn't want him to get hurt. Oh and she didn't care about McCready.
I like Hancock because he seems fairly realistic for the setting; a good, moral leader in this world isn't going to be a saint, he's going to be a strongman who gets his hands dirty sometimes.
The funniest thing is Cait is just as much of a jerk as she was before curing her
I share your wife's frustration with Fallout 4 companions. Could be much better because on concept level none of them is bad. They are just undeveloped.
- Piper's personal quest is literally just a short dialogue in the very beginning. She has a sister but there is nothing about them or their relationship. Even cheap cliché family issues are absent. And I don't get where Piper's outfit came from - did she live in 1930s? How on Earth can people of the Wasteland learn about prewar aesthetics? Who reads her newspaper? No-one even discusses it.
- Cait has some story arc at least. For this game's standards it's something.
- I don't care for McCready's son and why should I? He isn't even in the game.
- Hancock's concept is the most promising to me but again nothing interesting here for you guys.
- Strong is just a stereotypical orc. Ironically Bethesda has orcs in their other franchise and they are not so stereotypical.
- Preston is just a function. Zero personality.
- Danse is a synth-hating synth and this could make an interesting conflict. But no. He is the same even after leaving the Brotherhood.
- Curie is okay, I guess... But again, zero connection to all this synth conflict. Because there is no conflict, I know.
- Nick Valentine's voice is very cool in the Italian version of the game. Maybe that's why I am biased but I like him. Could be better of course.
So much lost potential.
One of the things I cannot stand about this game is that it’s categorized as a “role playing game” This game feels like an FPS more than any other game I’ve played in this genre, its shooting and looting elements surpass any choice and depth in the story and gameplay….
Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas
At this point, "RPG" is meaningless. I mean, it's been split in twain since the 80's, as Japan and the west both made entirely different kinds of video games based on old-school RPGs. But now that "RPG mechanics" and "dialogue systems" are all over the place, it's hard to draw any kind of line. I'd say JRPGs are still fairly consistent in how they operate, but lots of RPGs are more action-y, and lots of action games have RPG elements now, so...
@@BWMagus Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas Fallout New Vegas
@@BWMaguswell it's in the name. Role playing game. You play a role. If it's and FPS or TBS is irrelevant.
Thing is when I think of a rpg game i think of sandbox RPGs where I play as me and make my own way through the game
Not just that, it's an fps where it isn't fun to shoot enemies
Man, for a ‘small’ channel I have to give you alot of credit for how much work u put in. I started watching mitten squad when he had like 12k subs and look at him now (numbers wise). I wish the same to you
Why do we all love these long video game retrospectives?
I think this is because that is the only way these games can really become enjoyable.
I listen to them at work . More length = better
In my honest opinion it is the only way for a lot of us to have a social experience that involves one of our favorite games. It's like a walk down memory lane revisiting old memories in a quasi-social context.
I study game design and some of these breakdown videos are really useful.
@@zm1786i also listen these at work
Also, why did Cait need to go to the Drug Vault when Fallout 4 added Addictol?
Holy shit, you're right...
Apparently she can't be cured by wasteland doctors (and Addictol by proxy) because she's been "usin' the stuff so damn long".
Which is just a rename of fixer from New Vegas. They also changed jet to have the same effects as turbo, in case anyone mistakenly thought Bethesda had paid any attention to New Vegas.
@@Mirthful_Midori yup. Jet used to replenish your AP.
But in 4, it temporarily gives you Bullet Time.
Most likely due to it now being a looter shooter than an RPG.
@@Mirthful_Midori To be fair, that is the effect Jet was supposed to have in lore; making you faster. It's just that it had previously been represented in gameplay by giving you more AP.
In relation to Carrington's prototype, when you are teleported into the Institute for the first time, whatever faction you built the teleporter with will give you a holotape to put into an Institute console in order to make a copy of their files for later use. Neither the Railroad nor the Minutemen make use of that data at all, and the Brotherhood only uses it to get you to go kill Danse. Like the prototype, it makes you wonder exactly why you were told to do it in the first place if nothing comes from it.
You were told to do it because the ancient Creation Engine has limited ways to set up quest triggers, and the lazy idiots at Bethesda wanted to make sure that anyone entering the Institute with any faction could still do the Paladin Danse """twist"""/"""betrayal""" quest later in the same playthrough.
It's how lazy they are with their writing/design everywhere else, so why does it surprise you in the entry quest for the "Institute" full of "scientists" that are all dumber than Homer Simpson?
@@nadrewod999 If that is indeed the reason, then the creation engine has worse quest triggers than RPG Maker.
At this point I'm not sure how many of Gamebryo's issues can be attributed to the engine alone and how many are Bethesda's fault for being too incompetent and lazy to properly use and update their own engine.
@@Mirthful_Midorifrom what I understood of this thread, I'd blame bethesda more.
If the engine requires specific triggers in the form of quest items to keep track of what's happening in quests, then the writers need to step up and write a good explanation for what those quest items actually do and have those items actually be used again in subsequent quests.
@@Mirthful_Midori Well, you know they copy-pasted code from their other games to make 76, right? There was a huge thing when it released about how Scorchbeast code had "dragon" written in it, as an example.
some minor radiant quests are okay for me, like go kill a few bandits in skyrim. Sometimes there are some bandits that need killing, you don't need to do it but with some mods you can make it so you require their head or you can bring them back to guards so they're jailed.
A fun detail for diamond city blues is that if you decline to help Paul, he still goes alone and gets killed, failing the quest, so far its the only quest that can straight up be failed by saying no
Wide as a puddle, shallow as a puddle
A radiant quest is a downgrade of a fetch quest as a fetch quest usually has a goal and don't return after completion but radiant quests never end and don't have a goal.
I'm fine with the radiant qust but thare need to be a way to turn them off and better rewards too.
@@dylanmulvaney9912 Just make them fetch quests. Get quest, go to location, complete quest, get reward, STOP. They should not be endless or go longer than 5 missions, hell 3 is long enough. Fetch quests are the bottom barrel as it is.
@@65firered I know but for a casual shitter like me I like them.
I just hate the fact that you can't stop the stupid notifications. Go to help some back water dirt farmers. Get 100 caps repeat. And add the 14 other radiant quests. And thay are dog shit.
@@65firered After playing Star Wars: KOTOR 2, a DND styled RPG, I've come to appreciate a good game economy. That game is very finely balanced in how little money you get. It makes finding good equipment feel like finding the holy grail, and makes rewards for quests actually matter a lot.
Even if you get the skills to make your own equipment from scratch, that means breaking down and losing stuff to get components, when that stuff could either be useful later or sold to vendors. Overall, the work to get good gear is hard but rewarding.
Radiant quests would toss that down the crapper and make the whole game's difficulty curve feel like a joke. Just buy the best gear without thinking, no need to engage with any deeper thinking! And I don't even wanna mention how badly it'd conflict with the story...
Remember when super mutants were so strong that they could carry a minigun, rocket launcher or two handed energy weapon with one hand?
Good times
I mean, you would still want two hands to control them. The kickback on miniguns especially is insane, and a one-handed grip won't change that no matter how strong you are.
They do carry miniguns and gatling lasers with one arm in Fallouts 1 and 2, but not rocket launchers nor the heavy energy weapons.
They probably changed that because it looked stupid, but sure, give it meaning it never had.
@@jakespacepiratee3740 meaning it never had?
@@jakespacepiratee3740 so you're saying that frank horrigan was stupid then?
On the point of Radiant Quests: On top of them being mindless busywork, the dialogue is so bad at conveying what it needs to. When you ask where the place is, why is the response "We have a pretty good idea, I hope you can find them and wipe them out." (which tells you absolutely nothing) and not something like "Show me your PipBoy for a moment and I can mark it on your map." (which conveys that they know where they want you to go, clearly communicate it to you through in-game means, and explains why you have a waypoint there)?
My favorite quest in this game is the one where I had to fetch Strong’s Old Spice in a random cave.
I believe radiant quests make sense for a game like Diablo or Borderlands where they would work as an excuse to go fight enemies in various locations after you finished the story instead of just farming loot. If you think about it Bethesda games are a lot more similar to Borderlands than other RPG games, you pick your playstyle and go into an open world full of endless combat encounters. The problem is that repetitive combat isn't so fun in Bethesda games...
Similarly. Radiant quests can work in RPGs with stronger "simulation" aspects to it. To simulate the daily tasks of a respective worker in a settlement.
Ironically, Kingdom Come Deliverance has the type of sidequests which would be classed as "Radiant Quests" in bethesda games, but abruptly stop after 4 or 5 quests.
Specifically the poaching sidequests where you bring back game meat for butchers and innkeepers.
If Bethesda has learned from the past, Starfield could be pretty neat with its radiant quests. But because it's Bethesda, my money's on 'not'. Now, assuming the stars are in alignment and that game isn't a Skyrim with spaceships, I'd wish for the quests to be:
A) Failable. Bonus points if there's stats this effects, like general trustworthiness or faction reputation. People talk, and if a shipment of designer toothbrushes disappeared on your watch only to appear at the black market a month later, others should think twice before hiring you in the future.
B) Timed. After all, the universe doesn't revolve around the player. If you're not doing the job, someone else will.
C) Numerous. So much so the player can't possibly do them all before they expire. Nothing grinds my gears as much as being told there's this one radiant quest you can do to get more, instead of having an entire bulletin board's worth of odd jobs to choose from.
D) Varied. Think having your ship design determine if you can pull off the job to haul those 100 tons of bad dragons to Uranus III in time for the annual Furcon, participate in a pirate hunt or capture and transport an albino spotted tiger from planet Qwerty for your client.
E) Convenient. I swear, if the Space Age requires meeting someone in person instead of being able to check the local jobs board from the comfort of your ship orbiting the planet and picking up a phone...
@@wishuponamonkeyspaw2458 Personally i have been saying this since last year: Starfield is closer to be Starbound 3D Skyrim edition than anything else. It's gonna have millions of mindless consumers buyin' it.
That's because Fallout 4 is a looter-shooter like borderlands and not an RPG.
I’ve put a ton of hours into this game. I’ve found that certain dungeons will actually respawn enemies and you have to go to the same dungeons over and over.
Uh, yeah, I think just about all of them respawn. That's part of the complaint; you never make progress.
@@BWMagus To be fair, I wrote this comment before I finished the video. And he said he THINKS this was something that happens. He wasn’t sure. I was just confirming that yes, this does happen.
Yeah this game but to be fair I think Carrington’s Prototype does have meaning in the world, as the Railroad Stealth Boy becomes available from Tinker Tom after you recover it
The thing that enrages me to no end about the radiant quests is that they COULD HAVE worked. Allow me to explain.
Imagine of having mind numbing repetitive quests that go on forever and have little to no value other than getting EXP and money, they were instead a branch of mini quests that actually had a payoff to them. Take the BOS endless radiant quests for example. Instead of having you just constantly killing enemies or retrieving items pointlessly, it would lead to something good. Like say the areas you cleared out, BOS troops would begin to build a base of operations there and if you assisted them with it, they would reward you with weapons, ammo, etc. And once you cleared out all the enemies of the map, you'd get rewarded with a very powerful item or weapon as a way of them thanking you for your efforts.
Same with the item fetching quests. After you retrieve enough of the items Haylen wants you to get for her, it'll be used to make something really cool for the player, like say a rare item or weapon as a reward for doing her quests.
Heck, you could apply the same logic to Preston Garvey's obnoxious settlement quests. The more settlements you help for the Minuteman, the stronger they become and in return, you get access to better equipment, etc. Same with the Synths you save for the Railroad as well. The more you save, they will not only reward you with valuable information, data, etc, the Synths will be added to their ranks and assist with the faction in one way or another.
Seriously, just this one tweak alone would have made the game feel so much rewarding for all the busywork you do. But no... obviously that is beneath Bethesda to give a crap about. -.-
A game world that responds to the player’s actions??? Next you’ll tell us heavier-than-air flying machines are possible!
That's what they did with thieves guild in Skyrim. Was more or less the only time radiant quests ever worked.
complete failure that failout 4 is could be talked about for days without breaks and entire room of whiteboards would be covered on WHAT NOT TO DO while making games
Loved your reaction and detailed commentary on "kid in a fridge". :D
It doesn't need much anyway, it's a "Wild Wasteland"-esque thing that isn't locked behind it. It says something about Bethesda Game Studios' care for the world. 😄
If they did horse tranquilizer the story would have been phenomenal
Love the Breath of Fire music. Fallout has just become nostalgia bait instead of thought provoking.
While I appreciate Cait's quest, I always felt it was missing a few necessary steps. Her quest should begin with her confessing her problem to you, and then proceed with you seeking out the doctor in Diamond City to get Cait a suitable treatment. The doctor would then tell you that he can't treat her at her stage of addiction, and if pressed he could explain that the clinic had purchased a medical journal form a caravan a few years ago that they were told came from Vault 95, and that as far as he can tell, this place housed some advanced treatment and medicines. Unfortunately, the staff of the Diamond City clinic never risked investigating any further, because it's now being used as a lair by the Gunners. Then the quest would proceed as normal, except Cait would receive -1 to all of her S.P.E.C.I.A.L. stats. And if the player fails to complete the quest within 10 in-game days, she'll fall into a coma and die in a day (though she could still be revived for another day with a stimpack or something--obviously not a viable long-term plan). And, there could also be an additional quest to obtain some medical data for the Diamond City clinic, too.
Additionally, if too much time passes that Cait is effectively comatose (maybe after 5 or so in-game days?) the player might actually opt to leave Cait behind at the Diamond City house (perhaps convincing Codsworth, Piper, or Curie to look after her) and the seek out Preston Garvey or Macready (both of whom have an animus against the Gunners) to accompany them to Vault 95, clear out the entire area, and then leave them to guard while you head back and bring Cait to the Vault. Or maybe even bring said data back to Diamond City to work our a treatment with the Doctor. Maybe there could be a downsides and complications, too. Maybe one or more of these options would be unavailable if your Medical skills are too low, or maybe the Doctor is a dick who wants to continue the research in Vault 95 by performing further unethical tests or something. I also love your idea of Curie possibly contributing an additional solution to this quest, either with her knowledge of the Vault, or systems therein. And Cait should receive a permanent stat change at the end of the quest, too, depending on the solution found.
Well, that's how it would have gone if someone from Obsidian or Black Isle had written it. Or me, I suppose. I just brainstormed this in a minute or two.
1:19:50 So this is a complex subject, I've been around several addicts who've gone through this process and several who've gone back off the deep end after seemingly getting clean . to simplify: there's a point where some(keyword ) addicts hit their breaking point and want to get clean even if it kills them. If you read the terminals it's made clear that during those 5 yesrs some of the vault members had hit that point and were okay being clean ...unfortunately enough of the remaining vault members weren't and it all went to hell . Cait when she tells you about the vault has hit that point. This point usually happens when the drugs stop giving you a high and are more about attempting to keep functional as they'd feel like they're dying without it , which so what Cait tell you is happening to her , with physical signs of degrading when she's not taking it. It's only because she gets to that point THEN gets clean via the machine that she realizes how deep the pit was for her and never wants go back , this is why she's very much against Chem usage from that point and why she never wants to use again . This isn't me making up a single thing on Cait (f[Ah] the game , in talking solely about the character of Cait )behalf she tells you this in your talk with her after she gets cleaned out if you explore her dialogue, she talks about how clear things are and how she felt so far gone. I've seen people who were 10+ year addicts only get to where Cait was when they were homeless teethless and just had their 4th+ overdose hospital visit ....I'd wish that on no one
radiant quest that happened: Rescue kidnapped settler from Super Duper Mart... Super Duper Mart is full with feral ghouls . Feral ghouls kidnapped the settler and asking ransom otherwise would kill him
Ironically the radiation quests worked better in dagger fall. Where every step had to be considered between how you travel, do you act with combat or speech, most of all potential damage to reputation with any of a number factions that would have small but over all effect on the game going forward.
To this day I say dagger fall had the first example of homo sexually in elder scrolls because a random male Merchent wanted me to go rescue his male lover or pay a bandit group to release his male lover and return him to him.
The quests in NV put the quests in 4 to complete shame.
And not even just the quests but the events that happen in the background that you can stumble into.
You know how Prim has the Car that Vikki and Vance died in as part of the Museum? Remember the first time that you looked at it and noticed that the special gun case is empty? You can recover the gun from some people that are planning to use it in a heist on the Strip. I’m 80% sure you can also find their outfits to put them back on the Mannequins.
The fact you can even go out and do that in the world and make impacts like that without even having a “quest” is so fun.
wait, fr? damn thats impressive
one of the issues of having prewar preset characters is you never hear talk about family or friends they lost you’d think they’d be sad that there moms dead from the bombs
Yes. I also find it funny that while they OCCASIONALLY interact with someone else from before the war, it's only for like a single line of dialogue. Nora and Daisy should have had an entire conversation about their memories of the library, all the time they spent there, like "Hey, remember the head librarian, the old bat who blew a gasket if you spoke too loud?" Far Harbor is even worse, where the MC literally says they have no memories before the day the bombs fell--u wot?
They want to have an infinite cake to eat.
They want a player character with an extensive backstory so they can write an "eMoTiOnAl aNd cInEmAtIc" main quest, but also want to let the player do whatever they want so they then have to almost ignore the backstory they wrote.
As a result. The Sole Survivor is one of the most egregious examples of Ludonarrative Dissonance in gaming.
@@BWMagus so many people are so against the sole survivor being a synth but there is every evidence in the game saying we were never alive before the bombs dropped and have no knowledge of prewar world.
But we can use power armor with no training as a lawyer and can kill better than the coursers.
But were totally not synths
@@brandondenny226 No, because its another example of how brain dead Emil is, and how much Fallout would improve if they ever grew a set of balls and FIRED HIS ASS.
I remember bringing the deathclaw egg to the nest and instantly lighting up and killing the desthclaw on sight and had no idea it would’ve been neutral until I saw a video about the quest. 😅
Bethesda continues to do games like this because people like Oxhorn and ManyATrueNerd
The kinds of people who never learned of critique, having critical mindsets, nor being able to take criticism I imagine. Fallout 4 is an objectively flawed game with many inconsistencies and quantity-over-quality syndrome, so is New Vegas at points (and I can only hope it's because of the deadline Bethesda imposed on Obsidian, the one because they seemingly didn't want NV competing with the upcoming TES V: Skyrim).
To Bethesda, surface level aspects seem to be all you need to get anything done and please an audience, when back in Daggerfall and Morrowind that wasn't the case. Either laziness or lack of care, this ain't good.
@@TheBreakingBenny Yes, most of NV's problems are a result of time and money, and also sometimes because of console limitations; there's a ton of cut content that has been restored by mods that was, you know, like 90% complete.
@@TheBreakingBenny We now know that Obsidian could have renegotuated the contract to be longer.they werent held to the timeframe by Bethesda, it was Obsidians choice to run with what they had done
@@brandondenny226 Interesting for sure. I'd feel like I returned to Fallout's world a bit coming from Fallouts 1 & 2.
@brandondenny226
Did they have enough money for that, or just time?
I'm not familiar with the details of this.
It is still possible to get two radiant quests in the same place, to do so, if you are looking to reproduce the same thing for easy "Go get X object" Radiant quests, you need to not entirely clear the area, if when you look on the map and it says [Cleared] after the name of the location, then it won't come up again (I have no idea what the game thinks [Cleared] means, probably all ennemies killed or all unique legendary items placed in area looted)
In Skyrim, a cave wasn't cleared until you took the loot at the end (whether that was a chest, a wordwall, or whatever other MacGuffin they decided to throw down there). I think that you could kill all the enemies in there and not have it update, but if you touched the final chest, the [Cleared] tag was applied on the map.
On the Mystery Meat thing, I think there’s a way to make the “it’s actually cannibal $@@&” thing work: don’t make it a twist, make it obvious even in universe. Like, it’s a post apocalyptic, irradiated wasteland where resources are scarce, of course people would turn to that. And it’s just civilized enough that turning to it for profit still makes some sense, twisted chance at being a big part in restoring civilization…but at the same time it’s civilized enough that most people wouldn’t be down for that.
Basically imagining a scenario where the mystery meat guy hawks his wares only to have a gun pulled on him immediately, because anyone with two brain cells to put together knows what’s up just from it being “mystery” meat. Acknowledges that this kind of crap probably happens all the time in the wasteland, but doesn’t even pretend it’s some stupid twist. Bonus points if you get to blow the guy away on the spot with no penalty because everyone else knows what’s up, more still if you get a look at the consequences (though they’re kinda tempered in this version, only the people truly desperate for food would care or buy the meat).
This is a new and refreshing take on "UNEXPECTED CANNIBALISM".
It just feels more natural that people in the setting actually expect it but also abhor it and punish it if possible, rather than being a *big shocking twist* that in practice is cheesy and predictable the moment its set up.
Cyberpunk 2077:
-Take a job to kill a high-ranking leader of the Valentinos.
-Use complex stealth tactics and cyberware and break into his office.
-I break into his office and shutdown his camera and use the opportunity to explain himself
-He tells me his girlfriend was shot by a rival gang and that the job came from her father, a leader of that gang; the hit was the end result of a violent Romeo and Juliet relationship
-I take pity on him and tell him to leave Night City so he can stay alive for his girlfriend
-The Valentino leader allows me to leave in peace.
Fallout 4:
-Someone tells me to look for a locket stolen by bandits
-I go into the bandit base, kill the bandits, and get the locket back
-I return the locket
Quests are garbage in Fallout 4
Cyberpunk 2077:
You can buy a robot, fight for it, use a rigged chip to upload a virus to gang's mainframe, hack that chip and use that to pay.
Fallout 4: walk through the building killing enemies, kill the boss, leave.
Main quests in f4 are about as complicated and interesting as "break into warehouse and steal a truck/an item" gigs from cyberpunk. Except that even those gigs come with more variety and choices, like that one where you need to get a recording of a murder from some building in the docks.
Not to mention that ALL gigs have at least 2 routes - kill everyone or be sneaky.
PS
Actually, saving Nick is roughly the same quest as getting the robot in prologue of CP2077. Except in cyberpunk you have a chat in the beginning of the quest and you can avoid the fight completely. Iirc, you even get access to Maelstrom vendor and several chrome upgrades that way.
While in Nick's quest the chat happens at the end and actually renders everything you did in that dungeon meaningless if you talk your way out. As if you didn't kill several dozens of gangsters.
@Creetosis
Fun fact - when you recruit dr li for the brotherhood, everyone tells you that she created liberty prime however, during the institute questline, she says that she helped with liberty primes power source
Cant even stay consistent between two storylines 🤣
I included that in part 2
@@Creetosis question: have you watched the synth creation process in the robotics lab? It seems bethesda put more effort into that alone than the rest of the game
44:11 I find it silly that the Russian stereotype character exists with an accent. It’s over 200 years post war are we to assume the US is still receiving immigrants? if not there’s no sensible reason for anyone to develop a Russian accent growing up post war in a settlement where everyone speaks the same language
Not only that, but Russia was allied with China according to at least one source in New Vegas, so it's hard to believe many Russians were living in the exceedingly obsessive anti-communist US at the time of the war--at least Russians who were speaking Russian or with thick accents and not doing everything possible to blend in. People of Chinese origin were rounded up into camps, and I bet Russians would be too if they didn't blend in well enough.
No their parents are immigrants from Europe. In fallout there’s working boats, it’s a theory or something their family is from the baltics and came to the US east coast. I don’t remember. Either way that’s probably the most plausible explanation. Boat travel would be the only real viable long range travel for most large groups. Sail boats wouldn’t be that hard to make with everything laying around in universe. But hey, I can’t remember where I read that. Wiki, or as a theory. But it can make some sense idk
@@stuglife5514 kinda doesn’t make sense , wouldn’t they get murdered by a Fev sea monster way before they even get to America ?
The secret of Cabot House should be renamed "Mr Cabot and the Hat that Makes You Not Die".
Radiant quests don’t bother me because it can work if you’re role playing, like a normal member of the Brotherhood for example, but can largely be ignored if you’re uninterested. However, I can see that radiant quests could be used as a ‘quantity over quality’ thing and used as an excuse for why real quests suck.
Most people problems with radiants in F4 is not the presence of them just the sheer amount of them AND lack of actual, proper, complicated quests.
THey just don't end up making sense in the world. Radiant quests would only work with randomly generated spaces, like a space game where you're told to go to planet randomly-generated name to collect random item, and then the game actually creates a procedurally-generated space to explore, which vanishes forever once you eave. But here, it's like "I was just there 10 minutes ago" or "How did a gang from the far opposite side of the commonwealth come all the way here and kidnap ONE settler?"
I think radiant quest genuinely accomplish something good, but speak to deeper a problem Bethesda itself invented. Radiant quests yield reliable caps and scrap. Considering how expensive everything from settlement stores to ammo to scrap itself, radiant quests are a helpful addition. But this "helpfulness" is the result of a grindy game that artificially starves the player. Gone are fun money-making activities like gambling, caravans, or practical crafting for profit.
The radiant quests are a consequence of the broken economy!
Also, I find it hilarious how the Valetnine Detective quests are so shallow, but Bethesda realized its mistake and made it central to a DLC. Too little, too late.
Wait, what? Money is nearly worthless in this game; there's almost nothing to buy. I've always been swimming in cash almost fom the start. Unless you are buying metric boatloads of crafting materials, I guess, but in that case, radiant quests don't give you anywhere near enough to help you.
Seeing this video on my home page brought a smile to my face.
1:04:15 I agree with 90% of what you’re saying during this video but during my play through it felt like I was seeing the factions I side with have an impact on the game world, as soon as you finish “Show No Mercy” the BOS will start flying vertibirds and ground troops will start getting engaged in random mutan locations.
I saw the minuetmen clear out the crashed plain near templines bluffs after you finish “Retake The Castle”
(Edit: BOS will start gunning down random settlers as well and shaken down for supplies such as food & water
This is something that is 1 step forward 1 step back to me.
Yes. Members of a major faction doing patrols is a very neat display of the consequences of completing their respective quests.
On the other hand. They're almost completely incompetent due to poor balancing and worldbuilding. As they'd most likely get bodied by some random raider or gunner squad armed with pipe guns and wearing basic clothes because because the game scales their levels to the player's. And no matter how many quests you complete for a faction, *_the Commonwealth is still overrun with raiders, gunners, synths, supermutants, feral ghouls, and dangerous wildlife._*
But what IMPACT do they have? Yes, they now EXIST in the game world, but they don't DO anything. Even if they (or you) clear out one of these locations...so? It'll just re-populate in 3 days. It is nice to see them but that's the bare minimum.
The dilemma of G.I. Blues and The White Wash quests in New Vegas are both just side quests but they're way better than any and every main quests in FO4. What a shame.
I honestly like the idea of radiant quests, if done right I think it's a decent way to lead players around the map. The biggest issue is that the locations they lead to are often boring and repetetive.
There's also just way too many of them and they _replace_ handmade quests instead of assisting them. As you say it just becomes busywork for no reason except playtime.
Damn straight.
If the radiant quest content is written so that them being infinitely repeatable is believable (and therefore aren't "important" in the grand scheme of the game world), then people would have no problem with it.
Radiant quests in general should just be part time jobs you can take to grind money out of. Nothing more.
Order Up is classic example of Bethesda frontloading the game for journos and zoomies.
They did the same in Skyrim with Camilla/Sven/elf romance quest.
Thanks for reworking/re-releasing these. I watched the originals years ago and though I doubt I could point out the exact changes they do seem more structured and easier to listen to. I recently watched a "debunk" of part of your video (to do with Emil P and his writing) and I have to say I don't think he listened to what you were trying to say, just harped on about your negativity. A win in your column I think. This series is great to have on in the background as I build another modded run, as it reminds me to go looking for mods to correct the issues you bring up. This game will never be "fixed" with mods (I think even die-hards would have to admit that) but it does make it a lot more tolerable.
1:08:00 I think Suliks sister was cut because she was supposed to be the founder of the Blackfoot tribe in Van Buren
36:50 The end of that quest is like the Come fly with me quest but less fun. At least with the later we get information of what happened with the ghouls after the game.
1:18:11 Honestly black screen is more pleasant to look at than undercooked lighting of Fallout 4. Still have to point out that footage appears to be missing
Also past that no scientist head appears to beep swearing, so YT might screw you over again.
Anyway, it's just sad that the video covering entirety of F4 side quests is the shortest one. Truly shows just how bad things got
And 2 of these """quests""" are literally just "tell a cat to go home" and "Kid In A Fridge".
I saw during the premiere. I checked the editing file and the footage was there, so there was no reason it shouldn't have rendered. I don't know why this happened.
To answer your question of whether or not quests will still pop up on a locale/settlement that just got helped - yes, it still happens. In my play, the Slog's Wiseman asked me to help killing raiders at Saugus Ironworks, which is just 50m down the road. I installed 2 artillery pieces, popped smoke, let the thunder roll, and went in to kill the rest inside the factory. Got out, met with the ghoul to report in a finished mission. The sting came in and the texts appeared to notify a finished mission. Then Radio Freedom came in and the quest marker immediately popped back up on Wiseman's head. Turns out he wanted help with installing defense. The objective then popped in at 0% and immediately followed up with another freshly updated objective being finished at 100%. Free caps I guess. 😂
Also, I completely agree on all points. The Minutemen appear as a bunch of do-gooders that constantly need handholding, and will instantly spergs up the moment you - their General - steps out of line. The Brotherhood is just mindless automatons getting killed by Super Mutants left and right, ordered by an edgelord psychopath to do eugenics - EnclaveLite to the core, and fascists at heart. The Institute is just an old infant insisting on his idiotic vision of humanity where no one gets to be human, where only they get to be the heads, and decides to shoot themselves in the foot by announcing themselves out in the open when every faction is already fully armed and belligerent. The Railroad is the worst - a bunch of childish freedom fighter wannabes that pouts and jeers the moment their game is up, or - if God forbid - you mock their sour attitudes (fuck Carrington and Desdemona (Skyrim's Delphine btw) - each faction is cursed with 1 unlikeable NPC. The Railroad has 2 while having the least members). They are ALL worse written than Daniel in Honest Hearts - the worst, most hypocritical, arrogant, and wimpy fuck in New Vegas.
Watching this video helps me put to words everything I don’t like about Bethesda and what they’re doing ti fallout
Been a while since I played FO4 but pausing a few minutes in to say that Bethesda literally put radiant quests in generic locations in Starfields main quest line. That's how bad they've become. They couldn't be bothered to make curated content for the main quest line of their flagship game after lord knows how many years of development. Todd needs to retire. He's all washed up and has no ideas.
You know what would've helped with that? If they used a certain document. One for designing the game. A design document. But they're too good for that apparently.
1:09:58 See? Bethesda cares so much about the lore that it too forgot that Myron invented Jet!
@@Grey8270 Deep stag lore!
@@Grey8270that's some D E E P S.T.A.G. lore right there! Lol
Would you ever do on an analysis of fallout new vegas? You've talked a lot about fallout 3 and 4, but i'm wondering what insight you might have to add onto fallout new vegas' design and quests.
I do want to cover New Vegas in full at some point, but there's also a LOT of things I want to make videos on, so there's no timeline on getting around to New Vegas.
@@Creetosis Clearly your next analysis once you're done with Fallout 4 should be Breath of Fire 3. You know, the perfect palette cleanser.
Something I’ve noticed about the side quests in Fallout 4 is that many of them are missable. I have hundreds of hours in modded Fallout 4 and many of these side quests are ones I’ve only done once and only because I looked up how to start them. I’ve rarely felt like my character has had a need to do the things to start them. NV does a much better job of getting you into side quests, and even Skyrim does it better.
I think is a symptom of multiple problems. In Skyrim, a lot of the extra dialogue you have with NPCs leads to side quests, and the game teaches you to look for them instantly, starting with The Golden Claw. NV forces you to meet and interact with all the factions as part of the main quest and introduces side content along the way. Fallout 4’s godawful dialogue wheel and constant radiant quests don’t encourage you to look for side quests. Another problem this is a symptom of is the world building. Fallout 4’s world is just plainly less compelling than NV’s or Skyrim’s. It feels hollow and unfinished. Some things sound really cool, then you find them, and it’s a massive letdown (this was the Railroad for me). Much of it relies on you already caring about things from other games too. MacCready is a good example of this. I played 4 before 3 so I never gave a shit about him.
Bad worldbuilding is a very major reason, IMO.
A lot of the sidequest in 4 are self contained bubbles of "LOL WACKY ZANY APOCALYPSE WOAHOAHOAHOA!!!" with little substance and character to them.
Compare Fallout New Vegas' "Come Fly with Me" and Fallout 4's "Last Voyage of the U.S.S. Constitution".
Superficially, they are similar:
Have a group leave by helping them repair and launch their rocket ship.
Yet "Come Fly with Me" has more characters you speak to, actual lore with the discussion of the religious ideology of the group involved and some lore for the "enemy" group, the location involved is connected to the wider world as its a salvage area and major source of income to the nearby settlement, and your decisions have long term consequences in the form of ending slides.
I hate how these quests make it feel like your the only one doing anything, I want to feel like I’m an actual part of an organization, but instead I doing these mindless quests where I’m the only one doing stuff while the rest of the characters sit on their asses
18:46 refresh my memory which quest is that? There is no mandatory radiant quest in BoS story for progression. I know MM is based on these, but not BoS. If you’re referring to Arc Jet thingamabob, i wouldn’t say it’s that bad & that item has narrative meaning. I hate going to the nuke pyramid in the Glowing Sea a lot more tbh. But otherwise, what quest were you referring to in FO4? I don’t recall ANY required radiant quests for story progression
At two (or three IIRC?) points in the BoS storyline, you're required to do a set number of (usually 2-3) radiant quests to progress the storyline to the next actual quest. These radiant quests can consist of 3 things, and they're chosen at random (with the 3rd option only being unlocked later in the story), but have the same names.
1. "Cleanse the Commonwealth" and "Leading by Example": Go to [Mutant/Ghoul Dungeon Location], kill all of them (Looting stuff from that location in the process), then return to [Quest Giver] for [Reward].
2. "Quartermastery" and "Getting Technical": Go to [Random Dungeon Location], loot [Quest Item] (typically killing everything in the dungeon and looting the quest item either from the dungeon's boss or the end-of-dungeon chest), then return to [Quest Giver] for [Reward].
3. "Learning Curve": Escort [Brotherhood Scribe] to [Random Dungeon Location w/ Terminal], protect them as they go to and from this location (typically killing and looting stuff in the dungeon you go to), then return to [Quest Giver] for [Reward].
I can get a perk that let's me eat people without even bothering to cook them. Why do I have to take moral offence to the feral ghoul cannery, instead of just buying out his stock?
I know this is probably the least important part of the video but the Vault 81 quest where you get the cure, you get the disease regardless of if you are hit or not. I spent time going through that quest and avoiding getting hit and at the end i still have the disease so you can't avoid it even if you don't get hit
Yes you can. I've avoided it. However, it is buggy. Like, if your companion gets hit, you still get sick. It's extremely hard to entirely avoid.
@@billjacobs521 Stellar game design right there
28:25 wait, is giving him Fixers completely not an option? What the hell is that?
I actually disagree with you on Radiant Quests. As a system, radiant quests aren't actually a bad thing and it depends heavily on the style of game you're making as to whether or not it's appropriate to use them and how much.
Fallout 4's grave sin is using radiant quests as a poor substitute for actual quests. This is especially abhorrent since Fallout was primarily meant to be a narratively focused game. If radiant quests were simply small mercenary style side quests meant to provide something to do and give you some money to help you work toward a new piece of gear while FO4 *also* had well made side quests, the reception of radiant quests would not have been so negative.
There are also games where the the quests in the games are *entirely* radiant, such as Band of Brothers, where the story that is told *isn't* the one given to you by the quest itself, but the story of how you accomplished it.
So instead of a blanket statement that radiant quests are bad, I think instead they should be seen as what they are: A tool, which can be used to great effect, or can actively make something else worse, depending on the job they're used for.
That's a fair point. I don't mind them in 7 Days to Die. Problem is that these are vast RPG worlds that are supposed to be deeper than "kill creature in random location infinitely." I should have been more clear on that.
My most used example is the Saugus Ironworks radiant quest.
Instead of killing the band raiders there and saving a rando hostage, and waiting 2 to 3 in-game days for yet another band of raiders to occupy it and hold yet another rando hostage there, it should've been a massive sidequest that would have its own ending slide.
I mean.
Its a working steel factory!
Such a facility would be invaluable in the post apocalypse. Tons of people would be fighting over who gets to control the damn place to restart steel production and sell the product and revitalize the Commonwealth!
I am really enjoying the series keep up the great work
It doesn't get any better with mods like Sim Settlements and Horizon. They add even more busy work.
Both of them hate other mods, even mods totally unrelated to their gameplay.
Yea, I prefer the “scrap anything” and the “build anywhere” mods. I like building settlements in basically the middle of a war zone and see how long it takes before the generic npcs start dying off hahah
50:23 This honestly sounds like a half ass adventure time reference, specifically the ice king.
@James_A90 More like they're both archeologists who discovered an ancient crown and gained magical powers at the cost of their sanity. It's literally point by point.
Fallout 5 is going to be like finding my daughter.
That day will be a bad day.
1:16:31 Yet another thing _New Vegas_ does better than _4._ I'm a bit surprised you still didn't include this companion dialogue implementation that Obsidian added into _NV,_ in which companions would comment on certain locations *once,* and no more.
I thought the same thing. Their situational awareness ai sucks too
A year later and I'd like to know what you think about Fallout London.
Is that a Legend of Dragoon battle theme song I'm hearing in the background?
To be fair, Carrington's prototype seems to be the first Railroad Stealth Boy. Those are items that Tinker Tom starts to sell later down the line and they're better than regular Stealth Boys allowing for 10 extra seconds of cloaking.
However, why the fuck would it be Carrington's idea if he's a doctor and why doesn't the game explain that we helped being this idea to life? It's just half-baked.
For writing, is there any time where the “human meat” twist would work?
At this point, I'm not sure. I obviously haven't considered every single possible scenario, but the point is that this trope has been done so much that any time a suspicious or questionable meat food product is at the center or focus of a story, then it's pretty obvious its going to be human meat.
Hmm, what if the twist is that it's actually tasty and there are no problems, thus setting up a moral dilemma--eat the immorally-sourced food (let's say it comes from the recently deceased or something and not people being actively murdered), or starve due to a lack of food?
Also, Far Cry 4 had this but it sort of worked because it was never confirmed, it just had a guy acting extremely sketchy, and when Ajay is like "I'll hunt some deer to restore your stocks" he's like "Oh! Yes, deer, that's absolutely what I was talking about, yessir!"
@@BWMagus what if a country was attempting to raise the population of, say, elves, but there is currently a massive war happening. So to feed the elves, the person running the country was quietly taking groups of humans and killing them in secret to help supplement the food supply of the elves. The protagonist is investigating after hearing rumors of entire towns going quiet and makes this discovery.
Probably if it wasn't done for malicious purposes and only out of sheer desperation.
I remember one scene in Kingdom, a period Korean zombie drama, where the main characters returned to a fallen estate/hospital that was supposed to figure out the "plague" so that the besieged townspeople they've rescued yesterday can rest.
One of the main characters, a vagrant war veteran, scavenged some meat off of the dead hospital staff to help feed the starving townspeople. Cooking the meat in a boiling pot.
At that point in the show, no one knew how the "plague" worked. That even cooking meat thoroughly wouldn't eliminate the plague from the food.
And so after few minutes, the townspeople who ate the human meat became infected and the main character was racked with guilt.
hey not to defend fo4 but carringtons prototype is obv the precursor to the railroad stealth boy
In the case of the water quest from Grey Garden, you can actually clear out the treatment plant before you even talk to the robots.
Mashallah, a blessing today!
I have always assumed that Carrington's prototype it's what later becomes the railroad stealthboys that you can buy from Tom later down the line.
In the mechanist dlc, the General Atomics building mentions how the Ms Nanny's should grab a spare fusion core on their way out. This implies they run on Fusion cores, which explains why Codsworth is still around.
Then whats the Mr Handy fuel for