Fallout 4 vs Concept Art (The Fallout that could have been)

MutatedPanda

It Wandered In From the Wastes
Before I say anything, I want to preface this with the fact that I know, concept art does not necessarily reflect what the final game will look like, but Fallout 4 is so varying from it's concept art, that it only furthers my suspicion that something happened in the development process that caused Bethesda to have to rush this game (I will describe what's in the screenshots just in case some of you aren't able to open the links).

http://imgur.com/qHvXKFx In this screenshot, we see the version of Boston I was most hoping we'd get to see in the game. Battered, tall skyscrapers reminiscent of modern day Boston, gray stormy skies, and a thrashing ocean.

http://imgur.com/t6XDg2T In this, we see a piece of concept art that looks like it would be in Cape Cod. There is a lighthouse in the distance of a now gray beach. The ocean is crashing against the rocks as the protagonist passes by the remains of a destroyed boat.

http://imgur.com/O6f5Kgc Here we see what I can only describe as a boat graveyard. Large fishing vessels washed up on shore, crashed and stacked on each other. You see the protagonist make his way across these boats through a thick green fog.

http://imgur.com/ILKDynS In this screenshot, we see a boat port in a light fog. Large, almost cruise ship-like boats have washed up onto the dock, and one has even washed up on top of a two story building. If you look closely, you can see a ladder and platform leading up and inside the ship on the building showing that there is some form of possible civilization living in the boat.

http://imgur.com/5AHLDQ9 Here we see a version of Diamond City, much more battered than the one we see in the game, yet it still looks more prosperous in a way. The stadium surrounding the city is very worn down, but looks like there was constant repair done to keep the walls from crumbling down. Te stadium lights are shining and it almost looks as if there are people living in some of structures at the top of the wall. For the city itself, the buildings are almost Megaton-esc but with most being two story homes, and some towards the center looking as if they are 3-5 floors high. The most prominent feature is a crane in the outfield, ripping up metal from the ground so that it can be used to help build houses or repair the walls.

http://imgur.com/4RS2eXZ In this we see the protagonist, standing at the edge of the ruins of many skycrapers, either fallen or barely standing. To his direct side is a small make-shift home, and to the other are the remains of cars in a small parking lot. Leading into the city are a series of lamp posts and telephone wires, most of which seem to close to toppling over. The ruins of Boston look close to the buildings of the modern day city, but have some more gothic-style building mixed in. The sky is gray , and there are shallow puddles spanning across the width of the street.

http://imgur.com/KAb04lT In this screenshot we see a version of pre war Sanctuary Hills, similar the one in the game, but at the same time, very different. Nothing looks super futuristic or even over-the-top 50's styled. It looks exactly how you would expect the future to look like with just enough touch of 50's to give it that Fallout feel. Not to mention, nothing is this picture is super-saturated and awfully happy like the Sanctuary in the game; it's a bit darker with a real sense that something dangerous is about to happen.

http://imgur.com/FrQsHf4 This one, I'm not going to go into too much detail, but it's mostly just an arial shot of the ruins of Boston. Things are a lot more destroyed, and everything feels a lot closer to what you would think a city would look like in the original Fallout games.

http://imgur.com/RxgG62N This one is my favorite for some reason, but what we see is a robot that looks like it was built out of the remains of a destroyed car, tied to an old engine, tilling whats left of farmland. In the distance is a house in not-so-good good condition, but still standing nonetheless. Next to the house in a small graveyard in the yard lined with wooden crosses.

http://imgur.com/mfyEtmj Finally, here we see the outside of Diamond City. Instead of being closely surrounded by brick buildings like in the game, the area around Diamond City is fairly open due to what was presumably a parking lot. When you finally do get to the buildings, they're mostly decimated. On top of the walls of the park at opposite ends are two cranes with large magnets on the end of each. On the crane closest to you has a car hanging from the magnet. I can only guess that these cranes were used to bring cars into the city so that they could be stripped of the parts and used to rebuild homes/the walls, or build new technology.

It was only after seeing these pieces of concept art that it got me really wondering what happened to the original vision for the game. Instead of large city ruins, we got mostly small apartment buildings (most of which we couldn't enter), and only a couple skyscapers. Also, it seems that cranes were so tightly tied to the early vision of Diamond City that it makes me wonder why they got rid of them, especially since it made so much sense that that would be how they got all their materials into the city. Let me know your thoughts on what you think happened to this vision for the game, or if you liked the final product better than the concept art.
 
The thing that I'm noticing most about these pieces, is how much they remind me of things like A Boy and His Dog. A man and his mutt, wandering through empty ruins and desolation. It's all quite atmospheric. And it does make me wonder if they were going for a completely different game early on. I imagine the rustle of wind, debris tumbling down an empty street. A more empty, grim world where everything seems quiet and remote, until someone lines a bead on you or some feral ghouls spring out of a ruined building.
 
The thing that I'm noticing most about these pieces, is how much they remind me of things like A Boy and His Dog. A man and his mutt, wandering through empty ruins and desolation. It's all quite atmospheric. And it does make me wonder if they were going for a completely different game early on. I imagine the rustle of wind, debris tumbling down an empty street. A more empty, grim world where everything seems quiet and remote, until someone lines a bead on you or some feral ghouls spring out of a ruined building.
Exactly how I felt about it. And while it didn't necessarily feel exactly like the original Fallout games did, it almost felt like a welcome change to the artistic style of the game.Instead, we got a world where everything just feels very...bubbly, if that makes any sense.
 
Also, I found some more concept art that I just feel beats the final product by far.

http://imgur.com/G3ArJ8o -Large ship in an almost dry ocean with the main protagonist taking cover behind the anchor while shooting at Mirelurks.

http://imgur.com/E8IxmjN -A much more damaged version of the Memory Den

http://imgur.com/TACkdFZ -A much gloomier version of GoodNeighbor with large skyscrapers looming in the background.

http://imgur.com/ZrVOB0A -Original designs for Mama Murphy

http://imgur.com/Or9EUNb -A very, very badass looking version of Diamond City similar to the one shown in a link in my original post. Personally, I wish they had gone with something more like this than what they chose.
 
I swear it actually looks like they were 50% of the way into every concept they gave - characters, locations, quests, equipment - but they had to stop for some reason. It feels too much like interrupted development to be a coincidence.

I honestly, honestly think they were planning to make the game exactly like the excellent concepts, yet they focused too much on the settlement buildings and making it work. That's having to make sure the particular cells don't reset, making sure the cells that don't reset don't impact performance, making sure nothing clips, breaks, freezes, and setting up which resources can be used for the building, and that's just to start.

Then after finishing that they realise they don't have the time nor budget left to go on to anything else. I wish they had just gave up on publicity, made a good game, and released settlement building after as free DLC, which would've resulted in even better PR. Game developers these days don't look to long-term benefits.
 
I swear it actually looks like they were 50% of the way into every concept they gave - characters, locations, quests, equipment - but they had to stop for some reason. It feels too much like interrupted development to be a coincidence.

I honestly, honestly think they were planning to make the game exactly like the excellent concepts, yet they focused too much on the settlement buildings and making it work. That's having to make sure the particular cells don't reset, making sure the cells that don't reset don't impact performance, making sure nothing clips, breaks, freezes, and setting up which resources can be used for the building, and that's just to start.

Then after finishing that they realise they don't have the time nor budget left to go on to anything else. I wish they had just gave up on publicity, made a good game, and released settlement building after as free DLC, which would've resulted in even better PR. Game developers these days don't look to long-term benefits.
Exactly. And the weirdest part is how similarly Boston is portrayed in almost every piece of concept art that shows the city but how different it looks in the game. Same thing with Diamond City; like I pointed out, cranes were such a huge concept for the city's design, but in the game, they're nowhere to be found. And apparently they changed Mama Murphy's design so that she could walk because apparently "stairs were an issue". That's why they have concept art of her in a Mr.Handy chair, but apparently that was too hard for them to do or something.
 
Id say a lot of the issues are from Creation too, their Gamebryo 2.0 is not capable of making Mama Murphys design form that art concept work. Or it is but the performance takes a hit.

I say the same for Vertibird concepts too...
 
There's really a thing I don't get about Super Mutants in the Commonwealth. Their combat AI roughly implies that they were originally created as equally intelligent to humans. Why would they cut it halfway through? Couldn't get dialogue done in time? It's not even a case of "gotta have dumb ogres" because the way they fight strictly shows that they are not dumb at all. So what's with the sudden turn? Did they decide making Super Mutants smart would be a drop in consistency following Fallout 3?
 
Not sure who at BGS decides what gets cut, but they need to find a new line of work.



Hey, hey, no. The right stuff got cut. I mean, we gotta make all the space for the raider and super mutant camps you have to clear out, again and again! And who can forget those lovely settlements? They can't defend themselves? Oh, that's immersion! And realism!

No, pal. Fallout 4 came out perfectly! There's explosions, power armour, airships, and Vertibirds! Who could ask for anything more? :smug:
 
Not sure who at BGS decides what gets cut, but they need to find a new line of work.



Of course Combat Zone bets and fights got cut, what's the point of trying to get caps in an arena type of thing in FO4? Caps are pretty much useless in this Fallout.

Now on a different note Bethesda games have had the player be part of arena battles since I can remember until Skyrim (Morrowind had something kinda like a few arena fights, Oblivion had arena fights, Fallout 3 had The Pitt arena battles).
 
Of course Combat Zone bets and fights got cut, what's the point of trying to get caps in an arena type of thing in FO4? Caps are pretty much useless in this Fallout.

Now on a different note Bethesda games have had the player be part of arena battles since I can remember until Skyrim (Morrowind had something kinda like a few arena fights, Oblivion had arena fights, Fallout 3 had The Pitt arena battles).

That's because the escalation is just too fast in Fallout 4. It bumps you up from zero to hero in such a swift rise the game is only fun early-game. Late-game, it becomes all boring grinds, just cleaning up random quests you haven't found, and maybe a couple of fun discoveries.

New Vegas takes forever to get you into the thick of the situation that surrounds the Mojave, and even then it's all build-up to the final battle. There's no suspense, build-up or anything in Fallout 4. But it doesn't feel like an intentional power fantasy - it feels like they attempted to capture the NV spirit and didn't have enough time or resources to complete it because they were busy with settlements and balancing the combat.

It's like if a TV series reaches its peak by the second season and has the main character beat the big bad right there and then, and the remaining three seasons is just filler and closing up the plot holes. And even the plot holes aren't completely closed up and the last episode is a thin cliffhanger that doesn't really provoke interest. New Vegas spends like six seasons building up to the main plot, then takes another three seasons to build up to the final one which ends on a bang. There's no sense of story pacing in Fallout 4, at all, as if they dragged a whole chain of plotlines out of the game, and now its a body that's missing several organs.
 
some of these bits of concept art are really nice, they have a feel of them that actually reminds me of Fallout... So, what happened :confused:

Too fallout-y for Fallout 4, said Bethesda >_>. Joking.

I have no idea, maybe too much effort to make things look like in the concept art? I don't even know why they have concept art anymore :question:.
 
some of these bits of concept art are really nice, they have a feel of them that actually reminds me of Fallout... So, what happened :confused:
As if at some point someone decided that Fallout 4 should be much more goofy.

I fell in love with this concept concept of Diamond City: http://imgur.com/Or9EUNb . It actualy feels like a post post-apocalyptic city. Why they chose to go with current retard Disneyland set, i'll never know.
 
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The more I see and hear about what this game could have been, it just irks me, and it's not some bs what if scenario it's right there.
 
You keep talking about the "Grey, Stormy Skies", but I don't think the game should have a constantly dark and foreboding atmosphere. That was kind of where Fallout 3 went wrong(Well, one of the many ways). The fact that there are sunny days makes it more realistic. It should feel like a realistic apocalypse not a cliched one.

I do think that the buildings were too goofy though. The original games had a very bland, very Gothic style of architecture, a thing that Fallout 3(And the concept art of Fallout 4) was able to capture quite well.

I was also quite unimpressed with how many buildings were still standing, despite it being 200 years after the war, the concept art looks a lot more rubble like and would be better in this sense.
 
Too fallout-y for Fallout 4, said Bethesda >_>. Joking.

I have no idea, maybe too much effort to make things look like in the concept art? I don't even know why they have concept art anymore :question:.

I still believe this was an actual scenario. They took a look at the concept art a second time and thought it felt too Fallout, and that they wanted to make a unique art style to not remind the players of New Vegas, and create their own unique feel.

Unlike how DX:HR successfully used the Post-Modern Renaissance theme to set themselves from the original cyberpunk Deus Ex, Fallout 4 failed to do this and ended up with a remarkably boring world despite the vivid and vibrant visuals. Goes to show that colours and saturation doesn't solve everything.
You keep talking about the "Grey, Stormy Skies", but I don't think the game should have a constantly dark and foreboding atmosphere. That was kind of where Fallout 3 went wrong(Well, one of the many ways). The fact that there are sunny days makes it more realistic. It should feel like a realistic apocalypse not a cliched one.

I do think that the buildings were too goofy though. The original games had a very bland, very Gothic style of architecture, a thing that Fallout 3(And the concept art of Fallout 4) was able to capture quite well.

I was also quite unimpressed with how many buildings were still standing, despite it being 200 years after the war, the concept art looks a lot more rubble like and would be better in this sense.

I think that's the point. A good mix would've done fine. The urban areas with the Vault-Tec and science skyscrapers with all the smooth, curved, colourful architecture we saw in Fallout 4 were fine if they didn't repeat them everywhere there was an urban area.

They had good ideas, but they failed to mix it up enough, so it felt repetitive. It's not a contest between whether gloomy and dark or positive and vibrant is better. A good design team can make either one work just fine, or even combine both to make something fantastic and one-of-a-kind.

So enough of the "gloom is good" or "saturation is superb", any art style concept can and will be much worse in practice under poor world design.
 
The urban areas with the Vault-Tec and science skyscrapers with all the smooth, curved, colourful architecture we saw in Fallout 4 were fine.
If you look at any other Fallout game it has Gothic architecture. I'm not pissed about it not being gloomy enough, it's just that they completely changed the style for no good reason, and I'm worried that the change might be permanent.
 
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