Fallout 4 - Multiple E3 Gameplay Demos, Releasing November 10th, 2015

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Fuck yeah!

Although in Fallout 3 once you had Broken Steel installed, he apparently got an insane amount of HP and couldn't really be killed there.
 

Well, the first thing I do with every Fallout anyway is turn the companion essential flags on, so not a big deal either way. I love having companions around, but I cba to look out for them. Especially since I usually play with mods that up the global damage modifier a LOT.
 
Companions are THE WORST aspect of Fallout 3 and New Vegas.

Not only the dialogue options are awful (that fucking menu is clunky as hell), but you need to babysit every single of them.

I shouldn't be taking care of a Brotherhood of Steel member when I'm only carrying some marauder rags and a shotgun because she doesn't know how to operate a grenade or recharge a laser rifle, FFS.
 
Companions are THE WORST aspect of Fallout 3 and New Vegas.

Not only the dialogue options are awful (that fucking menu is clunky as hell), but you need to babysit every single of them.

I shouldn't be taking care of a Brotherhood of Steel member when I'm only carrying some marauder rags and a shotgun because she doesn't know how to operate a grenade or recharge a laser rifle, FFS.

Huh, I had the opposite experience with companions. I often got annoyed that they killed everything so quickly that my character felt like the companion.
 
Companions are THE WORST aspect of Fallout 3 and New Vegas.

Not only the dialogue options are awful (that fucking menu is clunky as hell), but you need to babysit every single of them.
*snip*

Did you even recruit Craig Boone in New Vegas? The guy is a one man army, bordering on cheese fest. Needs zero babysitting.
 
In NV, if you had Boone and the hovering robot droid guy you were basically an unstoppable force of nature.

In my first play of NV, Boone was a corpse when I found him, for whatever reason. Then I heard all the buzz about him. Second time in, got him, then understood. It's a different experience with and without him.
 
Companions were great and shit at the same time in both FO3 and NV. NV definitely was better on all accounts as the companions were much better developed and the new control panel was at least something, but they were still dumb as a hell much of the time and required a lot of baby sitting, at the same time the bonuses they gave you were really OP and they could be super effective when you often wish they weren't.

I rarely ran with companions in FO3 beyond Dogmeat since they barely were a cut above your average NPC. I hope Bethesda follows Obsidian's lead with developing them, but seeing as how Skyrim's followers were barely there just like FO3 I doubt they will. But at least Dogmeat looks really really great this time around so that might be all I really need.
 
Companions were great and shit at the same time in both FO3 and NV. NV definitely was better on all accounts as the companions were much better developed, but they were still dumb as a hell much of the time and required a lot of baby sitting, at the same time the bonuses they gave you were really OP and they could be super effective when you often wish they weren't.

I rarely ran with companions in FO3 beyond Dogmeat since they barely were a cut above your average NPC. I hope Bethesda follows Obsidian's lead with developing them, but seeing as how Skyrim's followers were barely there just like FO3 I doubt they will. But at least Dogmeat looks really really great this time around so that might be all I really need.

In Skyrim, Bethesda went for a quantity over quality approach. Although I guess that was better than their Fallout 3 approach which had neither. But yeah, all I really need in Fallout 4 is Dogmeat anyway and I'll be happy. His facial animations that they've shown have been great.
 
I'd like to pre-order the digital version of Fallout 4 on the PS4 but its not up yet. I wish they would give me a heads up. I've got the cash in my digital wallet but I'm afraid I'll impulse buy something before then.lol
 
An Interview with Todd Howard on Bethesda's stage

One of the areas is called 'The Glowing Sea' and he also confirms dynamic weather and radiation storms.

Other things to note:

- The dog doesn't die (this applies to all companions apparently). So provided you've set them as your companion, they can't be killed. The way he explained it though makes it seem like it's possible to kill them when they aren't in the "companion" state. But while they're your companion they can't be killed.

- You don't have to take the dog with you. It's just like any follower.

- The dog can go down and be incapacitated, and you can actually run up to him and jam a stimpak into him to get him back up. Not sure if this applies to all followers.

- The Mister Handy robot (Codsworth) is a companion in the game. He does say your name, so he's unique in that sense.

- And yeah he said 'The Glowing Sea' is the section of the map where the bomb actually fell, so it's got the classic Fallout 3 look to it.

- Radiation storms from 'The Glowing Sea' can flare up and blow through the world.
 
Yeah from listening again it sounds like the bigger areas still require a loading screen. I'm not going to lie, this is pretty disappointing after playing Witcher 3.

While that'd be nice, Fallout's loading screens were TINY thanks to my SSD. If you blinked you'd miss them.

I'm more than peachy with Fallout just reducing their number. I honestly don't care that much about them. I'd rather have Bethesda fixing a myriad of other things.
 
I understand from a companion/it's a game perspective the dog can't die.
But story wise there could've been a point where he might, to pull on our heart-strings. (For those who want to keep him tagged along)

So I'm not sure if I've been spoiled or not! :P
 
Yeah from listening again it sounds like the bigger areas still require a loading screen. I'm not going to lie, this is pretty disappointing after playing Witcher 3.

Honestly, considering the engine, I'm surprised we could be getting smaller areas without loading screens at all.

That engine has always been such a terrible mess.
 
Honestly, considering the engine, I'm surprised we could be getting smaller areas without loading screens at all.

That engine has always been such a terrible mess.

Yeah I was hoping for a new engine too. Honestly I think they are caught between a rock and a hard place. There are a lot of good engines out there but do any of them do everything ES/Fallout needs them to do? Th list of features is pretty long and I don't think any other engine checks all of the boxes.
 
I never played a Fallout game, but this looks really interesting. I like the color scheme. (one of the reasons why I never played the third installment, I thought it looked to dark-greenish and more like an horror game which I generally don't play )
 
There's (will be) a mod for that.
Or you could with a console command write the SetEssential flag of that NPC to 0, just like in Skyrim. But I believe you need to do that for every play session, so a mod is probably a much more convenient choice. Note that changing this can screw up the game (and probably quite a bit with this dog which seems to be a major character).
 
Around 3:50

It's a passing mention as he's talking about the volumetric lighting.

Thanks. Hmm, yeah not exactly very informative. I hope it's just Vaults and big buildings that require it. I feel like we are at the point where they should be able to dispense with the actual loading screen and just use ingame trickery to hide the loading like Metroid did with its slow opening doors.

Like going into a Vault use that time it slowly takes for the vault door to open and then the inner door as well if necessary to load in the vault itself.

And it would be really nice if they could make it work as an option on the PC to take away those loading points like mods have done in FONV and Skyrim to open up all the cities and Strip so there weren't any loading barriers. Not everyone has a PC that can handle it but a lot do.
 
Well, there goes immersion and a large part of my interest. Fuck immortal NPCs.

I was thinking along the same lines but Todd describes that dogmeat can still get injured and knocked out of the fight/incapacitated. You can also revive him with a stimpack. There needs to be some sort of penalty but I think getting knocked out is a decent compromise.
 
I was thinking along the same lines but Todd describes that dogmeat can still get injured and knocked out of the fight/incapacitated. You can also revive him with a stimpack. There needs to be some sort of penalty but I think getting knocked out is a decent compromise.

This is exactly how companions work in New Vegas.

I definitely prefer immortal companions (at least immortal when they're with you) like that. When I was playing Fallout 3, Dogmeat ran off and got himself killed in my second fight after getting him. I had him for like 30 minutes. It fucking sucked. I just never used any of the companions in the game after that. In New Vegas I used all of the companions at some point or another and was able to enjoy their backstories.
 
Do you guys think it's only a minor fuck up that Fallout 4 still isn't up for pre-order on PSN? The E3 special buy for 100 get 15 back is only up till the 23rd I think.
 
This is exactly how companions work in New Vegas.

I definitely prefer immortal companions (at least immortal when they're with you) like that. When I was playing Fallout 3, Dogmeat ran off and got himself killed in my second fight after getting him. I had him for like 30 minutes. It fucking sucked. I just never used any of the companions in the game after that. In New Vegas I used all of the companions at some point or another and was able to enjoy their backstories.
God, I completely forgot. I messed with companions on my first play through but on my current run I'm not using any at all.


Haha especially with Fawkes and his might gatling laser.

holy crap yes, i picked him up towards the end but damn he made things so much easier.
 
I was thinking along the same lines but Todd describes that dogmeat can still get injured and knocked out of the fight/incapacitated. You can also revive him with a stimpack. There needs to be some sort of penalty but I think getting knocked out is a decent compromise.

To me it's just incredibly lazy design. I saw the video and Howard mentions they were trying to avoid reloading scenarios. Well, first of all, improve the damn AI. If companions are dying too easily because they're making stupid decisions, it's about time you made them smarter. While not companion-related, this scene from the presentation stood out at me (22m30s if the link doesn't work properly): A wave of enemies just walking straight in the line of fire of two flamethrowers. They don't retreat, they don't go around, they just keep walking right into it. It's embarrassingly bad. Secondly, player choice should have consequences. If one day you decide to send your cute little armor-less dog buddy out to attack a group of armed raiders, what do you think is going to happen?

For a game that's supposedly all about choice and immersion, Bethesda doesn't seem to have a problem breaking it in the laziest ways possible with immortal NPCs, brain-dead AI, and actions without consequences (unless it's a dialog tree or a scripted quest event). And this isn't just about Fallout 4, these are issues I've had with Bethesda games for a while. It's really frustrated that instead of addressing these issues they're instead doubling-down on them (apparently).
 
Companions are THE WORST aspect of Fallout 3 and New Vegas.

Not only the dialogue options are awful (that fucking menu is clunky as hell), but you need to babysit every single of them.

I shouldn't be taking care of a Brotherhood of Steel member when I'm only carrying some marauder rags and a shotgun because she doesn't know how to operate a grenade or recharge a laser rifle, FFS.

Don't you dare say that about my ED-E
 
Can OP add more videos of Todd/Bethesda talking more about this game? I've been searching everywhere and have only found 2 of them outside of their conference.
 
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