Fallout versions - try the old ones? Stick with the new?

Sunner

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Holy moly, I thought I was the only one who did this....
my saves go like this:
a
a1
b1
b2
b3
c

I have no idea why I started this, but I like it and do it for all games now. I believe with FO series of games I just use the quick save. F5 if my muscle memory is correct.
Probably better than me. My save names tend to start descriptive for like...5 saves, then they devolve into "shit", "fuck" and so on. Except in Swedish. So if you wanna learn to curse in Swedish, spying on my save game folder is a reasonable start.
 

Semi On

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Fallout 1 had a bug with the Gun Runners where an NPC would block the path to get off of their island surrounded by goo. You walk onto the island, buy something, then it's impossible to escape because the path back to land is 1 square wide and is occupied. This was even published in Computer Gaming World back in the day.

I forget whether you had the option to try to kill all of them and lose access to their shop or if combat was disabled in this area.
I think one of mine in 2 was in the cult church. One of my party got itself stuck at the door so I couldn't open it and didn't have a save from before entering. Not sure if it ever occurred to me to just kill them.
 
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Sunner

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I think one of mine in 2 was in the cult church. One of my party got itself stuck at the door so I couldn't open it and didn't have a save from before entering. Not sure if it ever occurred to me to just kill them.
I remember there was some bug in 2 where you could permanently lose the car. I remember because I ran into it, there was actually an official patch that I had to download from some BBS.
 

Ardax

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Not to mention your own party members would block paths, doorways. Especially in combat and you would have to fire through them or they would be firing through you or each other. Unless you were very careful how you planed things. An issue fixed in FO2 iirc. I do not recall if it was (fan) patched out in the first game.
No, no I do not believe it was ever patched out -- fan or otherwise. The closest we would have gotten would be playing FO1 in the FO2 engine. And I don't remember if that ever got completed or not.

Edit: So it exists. Fallout et tu: https://github.com/rotators/Fo1in2

If anyone wants to read the hilarity wherein I ask Copilot about it: https://copilot.microsoft.com/shares/UDwkrcEMLmpCpg6wX41Kd
 
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No, no I do not believe it was ever patched out -- fan or otherwise. The closest we would have gotten would be playing FO1 in the FO2 engine. And I don't remember if that ever got completed or not.

Edit: So it exists. Fallout et tu: https://github.com/rotators/Fo1in2

If anyone wants to read the hilarity wherein I ask Copilot about it: https://copilot.microsoft.com/shares/UDwkrcEMLmpCpg6wX41Kd
Neat! Maybe I'll replay FO1 again for the first time in a decade+ after I finish New Vegas again and Fallout London for the first time.
 

Sparkfizt

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I forgot how brutally toxic the nma crowd were. Glad fallout has expanded to a wider audience.

I played them all in the order they came out (I was there -_-). NV was fine but horrifically buggy near launch. I hope fan patches have gotten it stable.

1 and 2 were great at the time but I've got no desire to go back. But yeah give them a try, maybe they'll grab you or maybe you'll bounce off fast. Planescape torment was one I could never quite stick with even though I finished bg2 and fallout.

3 was just a good time for the era, wandering the wasteland finding weird shit :). Nv had deeper factions but I wasn't that enthused by them while hoping it wouldn't crash. 4 felt kind of incomplete though it played well (ignore settlements entirely).

There's lots of good to be found in all the games, don't gatekeep and shit on people for enjoying something.
 

BrangdonJ

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Fallout 4 is clearly reaching out more to the Minecraft audience than MMOs.

It's the gather-build-craft loop with a bit of base building and management, which is a reasonable thing to have in a post-nuclear wasteland setting.

It's an abject failure as a roleplaying game, there's basically no opportunity to do so and the story is bollocks (It seems amazingly obvious to me that there was supposed to be a big twist that the player was a synth with false memories that got revealed when they went to the Institute, but since the internet guessed that instantly because they have in fact seen Blade Runner ever they changed it partway through leaving ugly-ass frankenstein stitches all the way through the first half))

But as long as you ignore the main quest, treat the NPCs as resource and XP vendors, and realise that the point of the game is to obssessively trawl the wasteland for duct tape and screws to make better gun mods it's fine.
I doubt that spoiler is true.

There's a character in the Far Harbour DLC who tries to make the soul survivor think they might be a synth, pointing out that their memories start when the game starts. It's not very credible because their memories actually go back further and there are other records of them pre-war. For example, the VaultTec rep recognises them. They know the true rules of baseball. They are documented as a pre-war soldier/lawyer by USS Constitution. They remember the Silver Shroud and the chap who made Graygarden.

It's also worth noting that the base-building was a late addition that almost wasn't included. There's a lot more to the game than that.
 
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I doubt that spoiler is true.

There's a character in the Far Harbour DLC who tries to make the soul survivor think they might be a synth, pointing out that their memories start when the game starts. It's not very credible because their memories actually go back further and there are other records of them pre-war. For example, the VaultTec rep recognises them. They know the true rules of baseball. They are documented as a pre-war soldier/lawyer by USS Constitution. They remember the Silver Shroud and the chap who made Graygarden.

It's also worth noting that the base-building was a late addition that almost wasn't included. There's a lot more to the game than that.

My contention is that these are things that were bodged in later after the twist was changed from "you are a synth" to "it has actually been 60 years".

Because the plot as presented is utter nonsense. Nobody knows you have woken up (or they could have just collected you), but a trail is apparently deliberately laid out to lure you in by Kellogg, who hasn't aged since the "actually 60 years ago" intro, but the real plan is for you to kill Kellogg in a way such that his cybernetic implant is recoverable and you can read his memories using a dodgy braindive system and bodge together a teleporter to get into the Institute where your son who is now old can welcome you and actually needed you to do all of this because he needs you to take over because he is dying and he is unable to use the thing that made Kellogg not age or the other mechanism of immortality in that other sidequest which Kellogg, who has not aged a day, is also not using.

That time gap twist just makes the whole first half of the plot decohere because none of this should be happening on schedule, or at all, or with people who should have died of old age decades beforehand.


Now given that Fallout 3's plot is also extremely stupid (Your dad, who will be mildly disappointed with you if you nuke an entire town, built a water purifier nobody needs because apart from one beggar per city absolutely nobody is having trouble getting water, and then blew himself up to stop the wrong person turning it on) it is possible they thought of it all that way all along, but it is much more likely they started with Blade Runner and then all these awkward things that don't fit together came about because they were too scared people would guess the twist, because that was the first thing literally everyone who played The Replicated Man quest in Fallout 3 said when they heard the Institute would be a thing in 4.
 

BrangdonJ

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My contention is that these are things that were bodged in later after the twist was changed from "you are a synth" to "it has actually been 60 years".

Because the plot as presented is utter nonsense. Nobody knows you have woken up (or they could have just collected you), but a trail is apparently deliberately laid out to lure you in by Kellogg, who hasn't aged since the "actually 60 years ago" intro, but the real plan is for you to kill Kellogg in a way such that his cybernetic implant is recoverable and you can read his memories using a dodgy braindive system and bodge together a teleporter to get into the Institute where your son who is now old can welcome you and actually needed you to do all of this because he needs you to take over because he is dying and he is unable to use the thing that made Kellogg not age or the other mechanism of immortality in that other sidequest which Kellogg, who has not aged a day, is also not using.

That time gap twist just makes the whole first half of the plot decohere because none of this should be happening on schedule, or at all, or with people who should have died of old age decades beforehand.


Now given that Fallout 3's plot is also extremely stupid (Your dad, who will be mildly disappointed with you if you nuke an entire town, built a water purifier nobody needs because apart from one beggar per city absolutely nobody is having trouble getting water, and then blew himself up to stop the wrong person turning it on) it is possible they thought of it all that way all along, but it is much more likely they started with Blade Runner and then all these awkward things that don't fit together came about because they were too scared people would guess the twist, because that was the first thing literally everyone who played The Replicated Man quest in Fallout 3 said when they heard the Institute would be a thing in 4.
They know you have woken up, because Shaun gave the order to wake you. Nobody collects you because Shaun wanted to see what you would do on your own. He tells you this in dialogue. He didn't know you would go after Kellogg, or succeed in killing him, or reach the Institute. You do that on your own. Shaun just wanted to see what would happen. He didn't need you to take over. That choice was only made when he'd seen what you'd achieved. So it's not that the plot fails, it's that far less of it was planned by Shaun than you assume.

It is the nature of the game that the player pays a pivotal role with everyone they meet. Preston makes them General of the Minutemen. The Brotherhood of Steel makes you a Paladin. None of that is anything to do with potentially being a synth.

I don't think Shaun (or Kellogg) knows about the elixir used by Cabot House, if that's the immortality you're referring to. We're told the Institute doctors can't do anything for Shaun; presumably that includes what they did for Kellogg. Or maybe Shaun doesn't want to become like Kellogg; they have some funny ideas in the Institute.

I've not played the earlier games, so maybe the plotting isn't up to the standard of them. However, I think it's just the quality of the writing, rather than a sign that something was taken out late because the early players guessed it. For what it's worth, I think the time gap twist is at least as guessable.
 

Apteris

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The fact that this thread exists must be a sign (from The Master, I shouldn't wonder). This is going to sound weird, but I have a question: how should I play Fallout 2 so as to enjoy it?

Background: I got it into my head to play the Fallout games in order. I finished Fallout last year, thought it was good. Clunky (expected and understood, given its age), not exactly my favourite genre (I find the nuclear post-apocalypse bleak), but good.

Moved on to 2, and am making my way through it. I looked up a guide or two on how to make a strong player character -- I do that, with games where I don't feel like spending the time to figure out builds on my own -- but tried my hardest to avoid spoilers as to where to go in the game or what to do.

So now I'm playing the game, and am feeling a bit at a loss as to where to go next, or more generally how to approach the thing.

I went from the Arroyo to the Den to Klamath and then to Redding, where I learned I was too underleveled to complete all of the quests in the town. (I fought some wanamingos in the caves, it was hard.) Not knowing exactly what to do next, I decided to head for Vault city -- many hostile random encounters along the way, had to stop. In travelling, I came across Modoc, which seems to have at least one story-relevant quest -- I guess I'll continue here?

So, coming back to my question: is being in the dark as to where you're supposed to go next part of the intended game experience, do you think? Or am I just missing something? I'd like to avoid figuring out the game by sheer repetition (saving and loading), if at all possible.
 

LordDaMan

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^ this. And Jar Jar Binks is probably not the Sith mastermind behind the fall of the Republic.

People come up with a conspiracy theory then look for anything and everything to make it more credible. Then they make their YouTube video and convince others.
Well there is LEGO Star Wars: Rebuild the Galaxy with Darth Jar Jar

 
I went from the Arroyo to the Den to Klamath and then to Redding, where I learned I was too underleveled to complete all of the quests in the town. (I fought some wanamingos in the caves, it was hard.) Not knowing exactly what to do next, I decided to head for Vault city -- many hostile random encounters along the way, had to stop. In travelling, I came across Modoc, which seems to have at least one story-relevant quest -- I guess I'll continue here?
It's been too long, I've forgotten the details :( . Maybe you could look at a walkthrough but only read the contents page for the list of places? Except even that much will spoil some of the surprises. Maybe you needed to do more of the side quests in each location?

Or ask ChatCGPT or Cluade, but stop reading after you see something you missed?

One of the StackExchange sites covers games, you could ask there for a spoiler-free answer.
 

Ardax

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So, coming back to my question: is being in the dark as to where you're supposed to go next part of the intended game experience, do you think? Or am I just missing something?
It's been a while since I've played, but yeah... I think you've missed something. :D IIRC there's some signposting or questing that's a little tricky to get right and you can end up feeling a bit lost right about that part of the game.

Your best bet is looking up a walkthrough. If you're really trying to avoid any kind of spoilers at all costs then work with a human (here or on Arquade like @DaveSimmons suggested) for the right pointers.
 
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My contention is that these are things that were bodged in later after the twist was changed from "you are a synth" to "it has actually been 60 years".

Because the plot as presented is utter nonsense. Nobody knows you have woken up (or they could have just collected you), but a trail is apparently deliberately laid out to lure you in by Kellogg, who hasn't aged since the "actually 60 years ago" intro, but the real plan is for you to kill Kellogg in a way such that his cybernetic implant is recoverable and you can read his memories using a dodgy braindive system and bodge together a teleporter to get into the Institute where your son who is now old can welcome you and actually needed you to do all of this because he needs you to take over because he is dying and he is unable to use the thing that made Kellogg not age or the other mechanism of immortality in that other sidequest which Kellogg, who has not aged a day, is also not using.

That time gap twist just makes the whole first half of the plot decohere because none of this should be happening on schedule, or at all, or with people who should have died of old age decades beforehand.


Now given that Fallout 3's plot is also extremely stupid (Your dad, who will be mildly disappointed with you if you nuke an entire town, built a water purifier nobody needs because apart from one beggar per city absolutely nobody is having trouble getting water, and then blew himself up to stop the wrong person turning it on) it is possible they thought of it all that way all along, but it is much more likely they started with Blade Runner and then all these awkward things that don't fit together came about because they were too scared people would guess the twist, because that was the first thing literally everyone who played The Replicated Man quest in Fallout 3 said when they heard the Institute would be a thing in 4.
Kellog has institute implants which augment his abilities and extend his lifespan due to him being a useful tool for them. That's why he is so long lived and well preserved. That line of research was shutdown by father because the institute's mission wasn't about modifying humans. The games do answer lots of your questions if you bother to let them.
 

Ardax

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So now I'm playing the game, and am feeling a bit at a loss as to where to go next, or more generally how to approach the thing.
Hey man, did you ever get past this block, or are you still stuck? If you're still stuck and want help, provide a little more detail about what quests/tasks you've recently completed and I'll see if I can figure out what you were supposed to do next.
 

Apteris

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Hey man, did you ever get past this block, or are you still stuck? If you're still stuck and want help, provide a little more detail about what quests/tasks you've recently completed and I'll see if I can figure out what you were supposed to do next.
Modoc turned out to have enough to go on to proceed. That and a bit of grinding the wasteland for radscorpions and slavers has me all straigtened out. All the same, thanks!

Random amusing note: this game is so old that the act of looking up GameFAQs walkthroughs and bug fixes for when the AI bugs out is in itself pleasingly retro.
 

UserIDAlreadyInUse

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Kellog has institute implants which augment his abilities and extend his lifespan due to him being a useful tool for them. That's why he is so long lived and well preserved. That line of research was shutdown by father because the institute's mission wasn't about modifying humans. The games do answer lots of your questions if you bother to let them.
They answer a lot of the small questions, but leave the biggest ones unanswered.

Like, they had an entire Vault full of pre-war humans; the take one, leave another, kill the rest? Why not just preserve them all? Why wake the Sole Survivor in the first place - years later - then leave her and her unaltered genetics to wander the Wasteland and wallow in radiation? Why not just collect her at the outset and bring her to the Institute direct? Why couldn't the game make the player character care more about the son she was supposedly searching for a little more, rather than only care when plot-required?

Why didn't she break down in tears when walking through the destroyed SuperDuper mart she used to shop at, the museum she used to visit, the restaurants she used to enjoy, the malls she used to shop at? Where was the human emotion?

For me, they should have made the character a Settlement survivor, not a pre-War survivor. It would have worked so much better story-wise.
 
They answer a lot of the small questions, but leave the biggest ones unanswered.

Like, they had an entire Vault full of pre-war humans; the take one, leave another, kill the rest? Why not just preserve them all? Why wake the Sole Survivor in the first place - years later - then leave her and her unaltered genetics to wander the Wasteland and wallow in radiation? Why not just collect her at the outset and bring her to the Institute direct? Why couldn't the game make the player character care more about the son she was supposedly searching for a little more, rather than only care when plot-required?

Why didn't she break down in tears when walking through the destroyed SuperDuper mart she used to shop at, the museum she used to visit, the restaurants she used to enjoy, the malls she used to shop at? Where was the human emotion?

For me, they should have made the character a Settlement survivor, not a pre-War survivor. It would have worked so much better story-wise.
That's all down to Father/Sean and his very strange/troubled personality - he made those decisions about the sole survivor in fallout 4. As for the the fate of people in the vaults generally, again the games explain that. The actual US govt, the puppet govt and vault-tec were all in cahoots to let all of humanity that wasn't themselves die out on Earth while they waited on Mars for it to happen, so they could come back and repopulate Earth with their favored humans. The vaults became twisted, horrid "scientific" test chambers as a result, since nobody inside a vault was ever meant to leave it alive under the new corrupt plans.
 
It's all covered mostly in Fallout 3. https://fallout.fandom.com/wiki/Mars

The plan didn't work out exactly the way the former govt wanted and they stayed earthbound in the games, never actually getting to Mars but the vault atrocities they authorized vault-tek to perform still happened.

In Fallout 3 you can come across terminals, holotapes and books mentioning advanced space programs, private space contractors, and rumored evacuation projects for the goverment and their cronies. Records treat off-world evacuation as intended but unrealized.
 
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UserIDAlreadyInUse

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That's all down to Father/Sean and his very strange/troubled personality - he made those decisions about the sole survivor in fallout 4. As for the the fate of people in the vaults generally, again the games explain that. The actual US govt, the puppet govt and vault-tec were all in cahoots to let all of humanity that wasn't themselves die out on Earth while they waited on Mars for it to happen, so they could come back and repopulate Earth with their favored humans. The vaults became twisted, horrid "scientific" test chambers as a result, since nobody inside a vault was ever meant to leave it alive under the new corrupt plans.
OK. Even if Shaun decided to do that with Vault 111, it's still poor writing the way they handled the character of Nora. I know if I was walking through a 200 year old Wasteland of places and things that just yesterday had been my life I know I wouldn't be as blasé about it as they wrote her to be, getting emotional about the son and the world she lost only when the plot required it. I have a hard time believing that no one at Bethesda even considered it, and it makes me wonder what the writers ultimately went through just to get the game off the storyboards and into production.
 

MichaelC

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Given their track record, it is not surprising at all to me.

But Bethesda has a thing of having the player fill in gaps, create their own stories. It is their open world approach. While they present a story, the stories are usually weak. Sometimes you get an interesting side mission, like the Silver Shroud or the battling insect guys from 3. The stories from terminals. And the environmental stories... Like the skeletons of two people on a bench. Or there was a room in which something had happened... It was like looking at clues at a crime scene. These are all better stories than their main storylines. Same is true of the elder scrolls games.
 
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UserIDAlreadyInUse

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Given their track record, it is not surprising at all to me.

But Bethesda has a thing of having the player fill in gaps, create their own stories. It is their open world approach. While they present a story, the stories are usually weak. Sometimes you get an interesting side mission, like the Silver Shroud or the battling insect guys from 3. The stories from terminals. And the environmental stories... Like the skeletons of two people on a bench. Or there was a room in which something had happened... It was like looking at clues at a crime scene. These are all better stories than their main storylines. Same is true of the elder scrolls games.
Yeah. They should have stuck with the traditional method of dialogue selection and not try to make the player voice-acted. And still made the player a Settlement survivor rather than a pre-War survivor. Then at least the lack of emotion around her entire world being gone and the obsession with settlement building would have been easier to work with.
 
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OK. Even if Shaun decided to do that with Vault 111, it's still poor writing the way they handled the character of Nora. I know if I was walking through a 200 year old Wasteland of places and things that just yesterday had been my life I know I wouldn't be as blasé about it as they wrote her to be, getting emotional about the son and the world she lost only when the plot required it. I have a hard time believing that no one at Bethesda even considered it, and it makes me wonder what the writers ultimately went through just to get the game off the storyboards and into production.
Nate was in the army until some time in 2077, so they might only have lived in Sanctuary a short time. Nora might not have spent enough time in the area to be that fond or familiar with it.

...or the Bethesda writers didn't think it through, it could go either way.
 
OK. Even if Shaun decided to do that with Vault 111, it's still poor writing the way they handled the character of Nora. I know if I was walking through a 200 year old Wasteland of places and things that just yesterday had been my life I know I wouldn't be as blasé about it as they wrote her to be, getting emotional about the son and the world she lost only when the plot required it. I have a hard time believing that no one at Bethesda even considered it, and it makes me wonder what the writers ultimately went through just to get the game off the storyboards and into production.
I don't know what to tell you other than try Nate instead, I have always played Nate and prefer him to what I've seen of youtube playthroughs with Nora. Personally I thought the ability to choose was just politically correct nonsense forcing its way into the game. I have no issue with properly done female characters in game btw such as horizon zero dawn, the last of us, no-one lives forever, I just feel that Nora in Fallout 4 was poorly done. In any case Fallout is about survival despite the odds and being an emotion wracked blubbering mess all the time won't help you survive. As the adage goes, eat a bag of cement and harden up, princess.
 
.

Nate was in the army until some time in 2077, so they might only have lived in Sanctuary a short time. Nora might not have spent enough time in the area to be that fond or familiar with it.

...or the Bethesda writers didn't think it through, it could go either way.
Both my grandparents on my mothers side came from different parts of the state to where they lived their life (due to my grandfather obtaining work there post-war), after my grandfather served in WW2 and was provided with a veterans war house built for him and his family.
 
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Yeah. They should have stuck with the traditional method of dialogue selection and not try to make the player voice-acted. And still made the player a Settlement survivor rather than a pre-War survivor. Then at least the lack of emotion around her entire world being gone and the obsession with settlement building would have been easier to work with.
Are we still whining about the player being voice acted all these years later?! Go to the nexus and get a player character silencing mod if it offends you so badly! Do you whine your ass off in other games where the PC speaks?! There are tons of them!
 

MichaelC

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I don't know what to tell you other than try Nate instead, I have always played Nate and prefer him to what I've seen of youtube playthroughs with Nora. Personally I thought the ability to choose was just politically correct nonsense forcing its way into the game. I have no issue with properly done female characters in game btw such as horizon zero dawn, the last of us, no-one lives forever, I just feel that Nora in Fallout 4 was poorly done. In any case Fallout is about survival despite the odds and being an emotion wracked blubbering mess all the time won't help you survive. As the adage goes, eat a bag of cement and harden up, princess.
This is an odd thing to say. Games have been offering choice of male and female characters for a very long time. Bethesda has been offering that choice for a very long time. And in the case of games like Bethesda's there is no difference other than the voice actors used used in FO4.

It's not like Bethesda player characters are actual characters. The player makes them characters. Even with the voice acting in FO4, they are still blank slates until you make them into characters.

Games have been offering choices in how your character look as well.

It is not PC to want to appeal to a wide audience.
 
Just wanted to add another thought/perspective to Nora lacking emotion about the loss of her baby. This sort of thing was common throughout history until around the time of WWII. People lost babies and children to disease all the time. My grandmother came from a family of 8 kids one of whom died from polio. Of course you miss the child that died, but you get over it and at Nora's age in game she is likely capable of bearing another child. It's only been since post WWII that we have this modern concept of all our children surviving and growing to adulthood, it's not how it worked for most of human history.
 
This is an odd thing to say. Games have been offering choice of male and female characters for a very long time. Bethesda has been offering that choice for a very long time. And in the case of games like Bethesda's there is no difference other than the voice actors used used in FO4.

It's not like Bethesda player characters are actual characters. The player makes them characters. Even with the voice acting in FO4, they are still blank slates until you make them into characters.

Games have been offering choices in how your character look as well.

It is not PC to want to appeal to a wide audience.
Nora seems like an afterthought to me and a poorly voiced one at that imo. She lacks the military background of Nat was meant to die in Vault 111, but Bethesda decided to be politically correct and give players a (poor) alternative to Nate with her. All my own opinion, of course.
 

DarthSlack

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Nora seems like an afterthought to me and a poorly voiced one at that imo. She lacks the military background of Nat was meant to die in Vault 111, but Bethesda decided to be politically correct and give players a (poor) alternative to Nate with her. All my own opinion, of course.

If you don't like it, you don't like it. Fine, no worries. But can we just drop the whole "politically correct" crapola? Giving gamers a wide range of options to craft their characters to their own liking isn't "politically correct", it's just good business sense. Labeling choice as "politically correct" just smacks of Gamergate knucledraggers.
 

BrangdonJ

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Just wanted to add another thought/perspective to Nora lacking emotion about the loss of her baby. This sort of thing was common throughout history until around the time of WWII. People lost babies and children to disease all the time. My grandmother came from a family of 8 kids one of whom died from polio. Of course you miss the child that died, but you get over it and at Nora's age in game she is likely capable of bearing another child. It's only been since post WWII that we have this modern concept of all our children surviving and growing to adulthood, it's not how it worked for most of human history.
That doesn't really fit with her being driven for revenge for that baby, killing Kellogg over it and making all that effort to get into the Institute. (Also there's a difference between losing a baby to disease, and it being abducted and likely still alive.)

It doesn't bother me much because it's a game and allows player choice. There's enough emotion early on, and after that the writers don't know if you are going after Kellogg immediately or if you do other stuff first. (In my current playthrough I'm over level 50 and have been ignoring him.) And for it's worth, I prefer Nora's voice acting to Nate's. Nate often seemed hard to take seriously. (Plus there's a perk that gives advantages over the oppose it sex, and there are more male opponents that female.)
 
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JohnCarter17

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I have been playing FO since FO1.

I replay F01 and F02 every few years. I never had too many struggles in FO1/FO2 because my playstyle is to maximize skills and with the refreshing purchasable skill books one can boost skills easily (stores in The Hub/Shady Sands/San Francisco). And abusing the steal skill.

FNV is always installed. Its been over a decade since I last played FO Tactics, which is interesting for having a squad to move around.

I will replay FO3 every now and then. With FO3 I usually just replay Operation Anchorage. For all of FO3s faults, Anchorage is a brilliant DLC with heavy use of stealth.

I have no interesting in playing FO4 again, I played some of the DLC but had no interest in Nuka World.

When you play FO2, for the love of God, save after you clear the #@$%#$% temple trial and never write over that save.
 
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JohnCarter17

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That was a thing you could do in F1 as well, I don't recall the exact tactic but you could just head west for Mariposa right out of the vault, and there some trick to killing the supers there, getting you a pretty solid start. Just talking about this shit makes me kinda wanna play 1&2 again, I have played NV recently but the first two was a very very long time ago.
There was a crapton of rockets in the tents outside Mariposa. And downstairs there was a ton of long corridors so I think you could fire, hide, rinse and repeat. There also might have been away to activate some of the defenses (never did that).
 

JohnCarter17

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I think there may also be some misunderstanding of what a corrupted save is. What I see frequently in NV is the inability of the game to load a save file from the start screen, but as I mentioned, those can be loaded via a two-step. I suspect a lot of people view that as "corrupted" even though it's more likely some sort of game loading bug.
Agreed. I recall loading and sometimes it gets stuck. This would after playing a while. The workaround was quit FNV and reload the game. It also happened more often depending on all the mods. There is a brilliant Bounty Hunter mod series for FNV.