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First game, I went with the Brotherhood because Power Armor bros, but I never really got behind Maxsons speeches or got into the militaristic 'no question asked' mentality. But I went with them because taking orders is easy, power armor is fun, and it makes a lot of sense considering the male Survivor is a Veteren. I elimated all the organised threats as asked, but what then? Well, it kinda makes sense to carry on and purge out the super mutants and synths that remain, but it's just you taking on the wasteland alone with whatever vertibird backup you call, and turning over technical documents now and then. You can't expand on Brotherhood control of the area by setting up garrisons or whatever. You're not exactly the Brotherhood local leader either so you're not in the position to do much more than follow orders, although that could certainly be the case if Maxson were to leave operations in the Commonwealth under your guidance. As long as Maxson is around, all you're going to be doing is continuing the purge.
Second time, I went with the Institute and this is where the lack of post game content really hits hardest. Massive lost opportunity here. You're now the Director of the most technologically advanced group in the playable area. How does this change the world above ground? Well, there's a couple of Synths wandering around Diamond City. That's it. You have no control over the direction of research projects, no meaningful decisions to make that have any impact. I don't unlock any 'Hi-Tech' settlement placeables, so there's no 'bringing the Institutes tech to the Commonwealth'. For example, setting up botanical trays that need power but don't require a settler to produce food would be great, as would generally improved power sources and more placables that use power. Instead, you're the absent Director who's in charge of the Institute but still off wandering the wasteland and fighting raiders, mutants and whatever.
I'm mostly through a Railroad run, but I'm finding it the least compelling faction so far. I'll probably end up playing a Commonwealth character for the long haul, just because their whole thing is establishing settlements and defending them, which felt like a far too distracting use of time when I was with another faction. At least as the Director there's the 'improving the Commonwealth' angle... and that Institure paint job looks amazing on the X-01.
Most quests for the minutemen I did were generic help a settlement to get rid of a pack of bad guys somewhere close. Very few sidequests had a unique story behind it (the ship with the robot crew for example).
Oh well, maybe I'll go install Fallout 3 now :D
The ending is pathetic. I expected much better from Bethesda.
130 hours in and I'm still finding tons of stuff to do and locations to explore.
It feels like the devs themselves had waiting for modders to create a complete experience in mind.
have...have you even played an open world game like this before?
They're not supposed to hold your hand 100% of the time. It's bad enough we have quest markers.
Quantity over quality is more than half the problem with Bethesda games, so by all means, encourage them to do it even more. You and those like you probably think all you can eat buffets loaded with ♥♥♥♥ food are also a good idea.
Have you even BEEN to a chinese buffet?
I could live and die at one of those
You don't even own the game, get the ♥♥♥♥ out of here.
Frankly, it's always been like that in Fallout. I never found much reason to continue since all I would be doing is exploring more buildings. Although I feel I might be missing some stuff because quest givers no longer hunt you down and lock you into the conversation, so I feel like I might be accidentally walking by someone whose trying to tell me something.