First Impression of Fallout 4

Theinnerfish

Storytelling skeleton
Taken from Reddit.

This is from
/r/fo4 post made by /u/Tnovus:

I've been reading a Spanish forum where an user claims to have play the game and reveals some info about it, I don't know if it's true but here it is. I'll try to translate it as best I can, don't be too hard please. SOURCE[1] English recap: The game, even tough not so revolutionary, it doesn't look like in the captures but better, it's not really a bad game. Joined together the game world looks better than great, and the illumination is one of the best I've seen. It is true that it suffered some framedrops but, there is also much more on screen.


  • DIFFICULTY: Very easy, easy, normal, hard, very hard, SURVIVAL. They change damage, resistance of enemies and appearing rate of legendary enemies. Legendary enemies are harder and they have a chance of dropping a legendary item with unique characteristics like better critic chance or that refills AP when doing a critic.
  • HUD color will be customizable by RGB sliders.
  • Minigames for unlocking doors and terminals are exactly the same as in Fallout 3.
  • About the size of the map, is hard to tell a size because it's quite small on the pip-boy but it doesn't seem small at all, there is a lot to find on it. Probably Skyrim's size more or less?
-COMBAT, WAY better. It is no COD but the FPS sensations are amazing, you notice every impact, the weapons recess, different characteristics between them etc makes it wonderful. There was a lot of place from Fallout 3 to improve so I was doubtful about what would they do, but you all can be calm about it. Also, enemy AI, without being super evolved or anything, it's way better. Enemies hide, get cover a lot, they go for you when you have little health or you're reloading (He's playing in hard mode). He says VATS it's completely not essential.
-Animations are flawless. People's faces, even tough there are some similar (particularly raiders) there are a lot, and way different ones from each other.
-He didn't like at all the dialogue system, and in 23 hours he's played almost no mission he was able to get out of just by dialogue. Although there was some "X person approved" like in Dragon Age/Mass Effect, there is no visible karma system, and that takes a lot of attractive to the diplomatic side of the game. He checked statics and he didn't see either nothing about reputations like in NV. He thinks it will probably work like in Skyrim and Oblivion.

-SETTLEMENTS: A very important pillar on the game. Some will love it, some will hate it. He thinks that, even tough he likes this kind of "microgestion"aspects from RPGS he thinks Fallout's it's a little bit harder and deep than he likes. They give sooo many options about it, and missions, and objectives that he think they take out weight from the rest of the game. ABOUT HOW THEY WORK: There are a ton lot of red workshop tables all over the world, some free and other ones occupied. Once you get to them (if the people occupying it are good people you'll have to do the typical mission to help them etc) you can do all that was seen on the demo, destroy everything, and build. You'll have to maintain the little, or bunch of humans on it with food, water, energy and beds. When they're attacked you'll receive a message and have the option to go help. It is very complete and you can invest a lot of hours making it really cute, have there your base with all your people etc, but he thinks it might be a little bit overexploited.


-WEAPONS: More about them, he has only seen like 12-15 base weapons yet, but he says that the weapons mods is crazy. Every weapon can easily have 25-30 different pieces that alter sadistics.


-LOADING TIMES: There are a lot of little houses that doesn't need a loading screen, but big buildings normally do. Loadings between buildings are normally really short, being fast travel loading longer.


-POWER ARMORS: Used almost like a vehicle. You get inside, you use it, you get out of it and it stays on that place. It gives them a more OP feel, but it is also way less "comfortable" to use.


-NARRATIVE: He says it starts a little bit weak, and it takes a little to get it up and running. In his almost a day of playing has only completed 4 because they're pretty long and full of things to do. Even tough, he thinks the way the story is going can be very interesting. I'll go translating as he goes dropping information if you all are interested! He's answering right now to questions people ask him, so I might try to ask something, you can try it too! As soon as he answers (and I'm available) I'll get it here. (Last time updated: 11:15pm)

UPDATE!

The fight, as I say, is far better. It has small imperfections like that I find exceedingly difficult scoring with small enemies (mole rats, poisonous flies, etc.) that seem to impact the box too small. Leaving that aside, it is a joy. For me, the best of the game. base Armas time I seen some 12-15 but modifications crazy. Each gun can easily have 25 to 30 pieces that alter your stats and one 10 mm gun. You may end up being radically different in all respects to another. What the game is specified that "slows healing." Will zones. The areas of "open field" are brown and roll Fallout 3, there are other radiation that are shades of green and others. Yes surprised me greatly to see the main city, next to Megaton, has colorful lot (hey, do not talk about colors to Viva Piñata, just what you see in any game realist). I greatly appreciate the variety and I think a tremendous step forward.
24 hours (yes, I've been playing a tad now) and just found a 10mm pistol (the first gun that you see in the game) that looked and played like any other weapon of the game. I could not have created it because there are changes restricted to the level corresponding to the crafting of weapons (there are 4 levels) Perk and I have none. The progression and variety is crazy about. Of course, I do not like how it is implemented in the inventory. Example: If a gun is an improvement on the barrel and the stock, inventory listed as "[kickback Culata] [Long Canyon powerful] 10 mm gun." and when the screen Pip-Boy so small makes all weapons or pieces modified armor are cut, do not see your name and you have to give to R3 to see what specifically. Also, you can find 18 guns they leave very little in statistics but very different in name and aesthetic can roll over and lose time more than one account. It costs a little catch him point to the new system but little by little easier seeing what it's worth and what not.
Answer to: Have you seen many bugs?
The "typical" bugs no, no. Yes it happened to me that I had to swallow 2 or 3 times the same dialog or dialog options that put simply "Show?" and it had nothing to do with what he said (which lacked a system that I like very little). Little thing more.
UPDATE 2!

His answer to, Is the movement fluid?
The movement, jumping and others is much more comfortable, yes. And the VATS is not essential. I think they have found a perfect point where FPS lovers can pull in that way and F3 and such by VATS. I use it because I love it but I think it is very viable to play without him but, of course, is something that makes things and, yes, at high levels see it very helpful. There is little to do but I will say that I love animations and sounds reload all weapons, much more elaborate and currados that F3.

His answer to questions about the perks, hacking and picking locks

A marvel. I do not miss in all the F3: this is much more comprehensive, deep and have constant feeling of improvement and change. You can overwhelm a bit and requires some planning but it seems a step forward in the making. Great. No. Both they go by levels (Basic, advanced, expert and master) and some can from the start but others need perks. That is, to access the expertise you need four points in that perk that, in turn, requires 3 or 4 intelligence. It's a shame but you can not access them without perks. Yes. There are many small houses that do not require any large cargo but the building itself. Loads from buildings are not too heavy but quick trip themselves are a bit heavier.

His answer to a question about the armour system, power armour, weapons, etc.

For now, as with weapons, I have not seen a huge variety but having so much differentiate modification. Of course, by the time I seem all very feuchas (as in F3, really). The system is not bad but can do something cumbersome and I think the moment of truth, does not contribute enough to justify that "additional complexity". Also, what I said above about the names of the modified weapons also applies here and see at a glance what each thing is impossible. In addition, there are pieces that are above chest but can get a boost and do not allow others to have that reinforcement and not specified anywhere, is much more cumbersome than it should. And the power armor seems very cool as functionality but I loved her as usual armor F3. Here are special suits that are used as a vehicle: you find them, you get in and you can use it but when you want to switch or leave salts thereof and leave at that particular site. It gives more power armor package to because it is more powerful and "unique" but remains waaaaay comfort.

UPDATE 3!

His answer to a request of an in depth description of the settlement system:
They are an important pillar of the game. And this can charm many and greatly annoy others. To me, I love this kind of issues "micromanagement" in RPGs or adventure (Monterrigioni villa in AC II, for example) seems a tad more cumbersome and "deep" account. Mind you, I think phenomenal that many options are given but many missions and goals pass around subtracted weight to what I care of a one and RPG Fallout. On the operation: there are an awful lot of areas around the world that have a red table workshop, both occupied and free. Once you access the workshop (if you are occupied by good people, you have to make a typical mission to help with any problems) you can do what you saw in the demo: demolish everything you get it and build. I finished not convince you, in the completeness of the method, can remove houses and everything in a second and get a lot of materials. Leaving that aside, you have to keep many or few humans have with food, water, energy and beds. And it is not bad because a good defensive structure, still, some times you get so typical and cumbersome message "are attacking X" and you have to go take a cable (not mandatory). I say, it is very complete and if you find an area you like you can spend hours and hours to leave "cute" and take there your base, people and others but I think it is not implemented in the best way and perhaps exploited too . Any more specific question, I am here

LINK:
https://www.reddit.com/r/Fallout/comments/3r1nzg/spoiler_this_time_info_xpost_from_rf04/
 
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  • DIFFICULTY: Very easy, easy, normal, hard, very hard, SURVIVAL. They change damage, resistance of enemies and appearing rate of legendary enemies. Legendary enemies are harder and they have a chance of dropping a legendary item with unique characteristics like better critic chance or that refills AP when doing a critic.
  • About the size of the map, is hard to tell a size because it's quite small on the pip-boy but it doesn't seem small at all, there is a lot to find on it. Probably Skyrim's size more or less?

-He didn't like at all the dialogue system, and in 23 hours he's played almost no mission he was able to get out of just by dialogue. Although there was some "X person approved" like in Dragon Age/Mass Effect, there is no visible karma system, and that takes a lot of attractive to the diplomatic side of the game. He checked statics and he didn't see either nothing about reputations like in NV. He thinks it will probably work like in Skyrim and Oblivion.


-LOADING TIMES: There are a lot of little houses that doesn't need a loading screen, but big buildings normally do. Loadings between buildings are normally really short, being fast travel loading longer.


-POWER ARMORS: Used almost like a vehicle. You get inside, you use it, you get out of it and it stays on that place. It gives them a more OP feel, but it is also way less "comfortable" to use.

5 years in the making and getting inspired by other games.

People attack me when I say they are simplifying RPG elements even more than Skyrim but after watching SPECIAL videos and reading that part about the dialogue Im convinced. They also probably didnt use the reputation system from NV, it had it flaws I know but those flaws could have been fixed and reputation system as a whole could have been improved much more.

Map size also worries me a bit if its like Skyrim after seeing Bethesda's worldbuilding. It really annoyed me to hear 5 houses and 10 npcs was a hold captial/major town and 30 npcs and 20 guards were the inhabitants of Skyrim's capital.

I dont know what to think about power armors though. I like the idea of them being more powerful and impactful. But I dont want to think about leaving one during a mission and having to go back to grab it.

But settlement building is what Im looking forward to. Im curious about the limitations though, can move one of these red table workshops to a place we want or not but its probably not the case since 5 years isnt enough to implement an option like that to one of the selling points of the game.
 
Betheda never came up with something unique mind you. They always took inspiration from mods and other games; played safe. Map size and dialogs had me worried since while i never expected top of the line graphics but i do expect a bigger better game world. There are a lot of different environments like swamps, cities, deserts, radioactive wastelands; small map size would take a lot from the experience like it did in Skyrim: where it was taking only one or two minutes to run through the scary swamp.
 
Betheda never came up with something unique mind you. They always took inspiration from mods and other games; played safe. Map size and dialogs had me worried since while i never expected top of the line graphics but i do expect a bigger better game world. There are a lot of different environments like swamps, cities, deserts, radioactive wastelands; small map size would take a lot from the experience like it did in Skyrim: where it was taking only one or two minutes to run through the scary swamp.

I disagree; Morrowind was pretty unique, and Daggerfall was incredibly ambitious.
Playing it safe only started with Oblivion.
 
Ok so the player is saying that the Settlement Building is actually involved and deep? If what they say is true then I might be interested in that.

So "Survival" doesn't actually add survival elements, it's just a higher tier level of bullet sponginess.

So there are "Framedrops" even with those graphics and locked at 30 fps.... Interesting...


When he mentions "cables" is not physical cables, is just an expression.


So 23 hours in and very little negotiations, no Reputation and not even karma.... wow....
 
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Ok so the player is saying that the Settlement Building is actually involved and deep? If what they say is true then I might be interested in that.

I just hope its not a grindfest like Fallout Shelter(grinding power, water and food for your settlers while killing the enemies that attack). After all this guys example for micromanagement is Monterrigioni from ACII.
 
I disagree; Morrowind was pretty unique, and Daggerfall was incredibly ambitious.
Playing it safe only started with Oblivion.

Morrowind was pretty small, Oblivion and Skyrim probably twice in size of Morrowind. Thing is Morrowind had this fog and a very slow run speed so it felt much bigger than it actualy was. Oblivion had a random generated, generic as f**k world which wasn't good at all however Skyrim is the best gameworld i've seen, even though GTA.V is bigger and more lively it offers much less than what Skyrim offers to the player. I believe Skyrim lacked some empty space if it makes any sense.

Daggerfall was gigantic but whole game had ridiculous amount copy&paste cities and dungeons so you could grind your childhood in front of your PC. Still i miss that feel of greatness.
 
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So, directly from the Spanish forum, the pipboy screen is so small that you have to opn submenus to see what the actual effecs of each weapon part does on your modified weapons..... *cofbadlydesignedUIcof*

BTW "Feuchas" just means Ugly and "Currados" means Cool, or in the context of the original post is means "They have much more work put into them". I started reading from the forum because the reddit post is very badly translated.

Some armors allow you to put reinforcements on different body parts, but some don't and theredoesn't seem to be an easy way to tell which do and don't. And just like with the weapons you can't tell what the parts do fast and you have to open a submenu.
 
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Apparently the initial mission is to get to the main city. So they copied New Vegas there.

The Dub Actor for the introduction is different, but that doesn't necessarily reflects on the english version.

According to the guy there is very little variety in Settlement structures (You either make the houses out of wood or metal) and they look like those shanty shaks you found everywhere in 3 and New Vegas. But he is very early into the game and he doesn't have all the Settlement perks so that might be the reason. You can't do things like enslaving people for your settlements.

The quests are aparently super generic. He says they just can't compare at all to the Quests in Withcer 3.

Confirmation that the "color coded" dialogue cross system is just like that reddit post from some time ago. The guy says that there is definetly a problem with picking some options that seem like simple questions that end up with the character saying thigns you had absolutely no idea he was gonna say.

He even says it's trying to be like Mass Effect but it's actually even worse.
 
So dialogs are bad, there we have it. Why Bethesda couldn't copy Deus Ex with actual dialog option being shown too. That game had dialog wheel too but it was good.
 
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http://www.elotrolado.net/hilo_fallout-4-10-de-noviembre_1953109_s2250

The user with the leaks is Dinja70.

"Charm chances" Are also color coded, it seems that Yellow options are for the ones that will work, Orange ones with medium chances and red ones with low chances. It seems the yellow ones don't always work so Yay for dice rolls?

You can't choose Height but it seems that you can choose weight (like in Skyrim, maybe?)

Apparently there are at least 4 or 5 Radio Station, one with CLASSICAL music and 2 with the typical 40's-60's music.
Apparently there are at least 2 DJs. But the guy doesn't like playing the radio that often so he can't comment much on them.

Aparently camera movement is not that Smooth and can be a bit dizzying in parts.

STORY SPOILER: The dog starts out being called dog and the first mission it gives you is talking to a woman that tells you his name is Dogmeat (Dogmeat is called "Albondiga" or Meatball in spanish) and his name changes to that.

Apparently Companions give you Mini missions, he talks about a female companion that feels Shoehorned into the story. Piper?

Essential Characters confirmed, obviously.

Leveling is super fast, he is already level 18 with 23 hours of gameplay.
 
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The quests are aparently super generic. He says they just can't compare at all to the Quests in Withcer 3.

Confirmation that the "color coded" dialogue cross system is just like that reddit post from some time ago. The guy says that there is definetly a problem with picking some options that seem like simple questions that end up with the character saying thigns you had absolutely no idea he was gonna say.

He even says it's trying to be like Mass Effect but it's actually even worse.

I was expecting bad but not this much. There will be people defending these aspects of the game like rabid dogs. I wonder what they will do when they compare the quests to this years games Witcher 3 and Divinity: OS EE(I think its fair to compare this with F4 now that Enhanced Edition is out with full voice acting).
 
They got rid of Karma too, but aparently some characters have Teltale Style "X guy likes this". Maybe that's just for the Romance routes.

More Screenshats:
https://embed.gyazo.com/a3315fb6cf836a3ee21a41132421e0fe.png
Options say:
Triangle: "Details?"
Square: "I don't get it" or "It's not that clear to me"
Circle: "Not now"
X: "Whenever you want"

Part of a mini mission convo?

Quest is called Quartermaster.
PE is not for Perception, is for "Puntos de Experiencia" or Experience points, obviously.

https://embed.gyazo.com/524ccad338def20596a96f20856daafc.png

This confirms the game looks good on low light envirorments but not that great in well lit envirorments.
 
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Regarding the combat in the OP, is "It is no COD" supposed to be a bad thing? The *last* thing I want from an RPG is for combat to play like CoD.
 
He is saying in the original message that the combat isn't as "complex" as COD, but that weapons now handle better.
 
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