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I played as a highly charismatic space marine (brother hood of steel) and ended up playing everyone up until the first end, when I obtained all 49/50 achievements (I had misc quests at 43/50) and I ultimately joined the Brother Hood of Steel, so I don't think there is anything involving the minutemen as an "end game" solution.
Except they do, since I finished the story with them.
In order to get rid of the Brotherhood, you either need to side with the Institute or progress far enough in both the Minutemen and Railroad quest lines to get them to join forces, allowing you to blow up the Prydwen and destroy the Institute.
Oh SSSHHNNAAPPP!!!! People say Fallout 4 has no "choice" in it? ffffffuuuuuuu
You are prolly right. I didnt build the thingy at the minute men site so i guess thats what you do.
Still... The minutemen are the lamest faction.
It doesn't amount to much. It's the same ending slide with a few slightly different events, because having reasonable choice and changing the game world thusly are incompatible with continuing after the main story is over. Just look at how Broken Steel made the ending of Fallout 3 lose any impact because instead of a sacrifice, you think that's what you're doing then you get knocked out instead of dead.
You believe it's copy pasted, in traditional RPG it was mostly wide open map, venture from point A to point B, encounter this, collect that, interact with this NPC, talk about those NPCs, travel to point B, interact with NPCs, collect from NPCs, during travel to point C, encounter location to explore, find equipment....
I would love to know if someone can be more "unique" with writing that what is given in Fallout 4, most of it is unheard of in RPGs, reclaiming settlements so you can build within them, (given, killing missions are abundant and I hate them) kidnap missions, investigative missions, collection missions, they're all staples of RPGs.
Yet most of the quests you end up doing are rescuing kidnapped people, clearing out a building, or finding a random item. There's more quest variety in WoW.
You have been slain, the only "variety" WoW has over Fallout 4, is nothing - just a mere illusion of "diversity" since MUDs. I dare AND challenge you to find a legitimate article that commends World of Warcraft on its most recent innovantions upon the "role playing" quest genre.
You seem to be arguing a point that isn't anywhere in what I said. I'm not talking about innovation, which has only really been done in The Secret World recently.
My point was that an MMO that's built upon doing the same thing over and over again has more quest variety than a half-assed FPS acting like an RPG and failing fairly badly. It's not a matter of WoW having every potential quest type ever created in it; it's a statement on just how little variety Fallout 4 really has.
You've contradicted yourself again. "This peanut butter jelly sandwich has only PEANUT BUTTER, JELLY AND BREAD ON IT! WTF!?" I've played large above and beyond 20+ years worth of RPG games to know how "diversity" panes out, I've gotten use to it not varying a whole lot, you've obviously been blinded by something.
This is starting to seem like a "if you can't blind them with brilliance, baffle them with ♥♥♥♥♥♥♥♥" situation.
Go play Ultima online and give me a full length in depth game review, let's see how ye hold up laddie.
This is probably where I should mention I reviewed Civilization Beyond Earth Rising Tide for The Escapist. Wasn't all that good, but expecting a decent review for a 4X game I hadn't played before the expansion with only 30 hours of play is going to give one a bad time.