Bethesda's E3 presentation and Fallout 4

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Muspelheim

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BloatedGuppy said:
Yeah, this. You can be excited about the game and still admit it looks like gently warmed hobo ass, guys.
I am prepared to forgive a lot.

http://i1.kym-cdn.com/photos/images/newsfeed/000/793/643/17c.jpg

Wonky, wonky engines feels oddly comfortable. It's familiar, at least.

There is going to be a bit of a change and clamp-down on the modding ecosystem. But I can't say for sure how bad it'll be until we learn more, and there might very well be some things to balance the restrictions out. It's not going to be nearly as haphazard as the earlier experiment was. Hopefully.

Then, there is the voice acting. Not a problem in itself, as long as they remember to leave some room for the player's imagination to fill. But the writing can get rather slapdash at Bethie's.

Beyond that, well... Hell, yes. Fallout 4 is looking good. Very good indeed.
 

Flammablezeus

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Flames66 said:
BloatedGuppy said:
Flames66 said:
I disagree. I was considering pre-ordering the game (first game in YEARS), but that and that alone have tipped the balance to "No, wait until there is a confirmed working mod that removes the protagonists voice."
Heathen.

Soon you and all your Anti-Voicer brethren will be forced to a great reckoning, where we will decide once and for all whether RPG protagonists should be lively, personality-infused creations or slack-jawed, stony-faced mutes. And yea, shall the Voicer God smite thee unbelievers, and a new age of prosperity shall ensue.
My character in the game is me, and I do not sound like that. It is very distracting for me to hear someone elses voice saying the things my character is saying. I want to look out of my characters eyes during conversations, not have the camera cut back and forth for "dramatic effect".
Well you don't have to have the third-person conversation option turned on, you could just keep it in first person. I'm curious though, how does a voice change you projecting yourself? The lines will still be pre-determined like in previous games. It's not like you type in each line to make it sound like something you would say in that situation. The majority of dialogue options in F3 and NV weren't things that I would say anyway, so for me the voice isn't going to make a vast difference in that department. To me it was the actions I undertook that truly mattered when it came to the role-play aspect.

Still, as others have said I'm sure there'll be a mod that silences characters.
 

Vault101

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Sep 26, 2010
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DIALOG DIALOG

ITS LIKE MY TWO FAVORITE GAMES MASHED TOGETHER IN A GAME SANDWHICH!!!

Flammablezeus said:
Flames66 said:
as polarizing as this is I think it really comes down to personal taste and how one likes to experience the narrative

my characters are MY characters but they aren't really me
 

Vault101

I'm in your mind fuzz
Sep 26, 2010
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The point is giving people the option to play as a gay character, who cares what the statistics are? gay people exist and that's always been very easy in a game like Fallout however having a same sex partnership is a VERY specific thing to enforce onto people, now personally I can work with it (rest of the story depending) but I understand if other people find it annoying

even giving a character a voice and a background is not going as far as to give them pre defined connections

jackknife402 said:
Why would anyone freak about this? People these days are caring way too much about feelings than cold, hard evidence
oh please, people are more hysterical over perceived enforcement of the "PC police" than anything else
 

wings012

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While people are gnashing their teeth over voice/dialogue or skills or whatever...

I'm gushing over that Power Armour. In FO1/2, it was like the tipping point. Once you got it, you were elevated on a new plane vs all your other foes, excluding similarly armed blokes. It made you unstoppable, you could eat the wasteland's entire supply of 10mm and not flinch.

FO3 PA was sad. It was just another shiny pair of pants. Especially with the whole % reduction DR thing going on. New Vegas brought DT back and PA was sturdier, but it was still kind of sad. Lever action guns could put a hole in it, those completely illogical ballistic fists srsly.

Now it is like MY Power Armour. A lovingly crafted extension of yourself. It's not just an item in your pack you equip and unequip at your leisure, you literally get into the bloody thing. And it can come with a goddamn jetpack.

I do wonder about the limitations of the thing. Will it have limited operational time? Which kinda doesn't make sense, since they apparently have enough fuel to last thousands of year lore-wise. Unless we're talking about crappy old T-45 models that ran off small energy cells. What's gonna stop me from keeping the damn thing on all the time?

I predict it will run low on power, but it will recharge. And perhaps if it takes enough blows, it stops functioning. Perhaps sneaking isn't possible wearing it, or it's too fat to fit through some interiors so you have to take it off depending on the situation.

Guess I'll find out in November. I look forward at descending upon raider scum upon blazing wings of fury and slapping heads off with a flaming super sledge.
 

Eddie the head

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Aww Sweet missile command! On topic. I hold no hope the story will be good, but it looks like a fun world to run around in. Just like Skyrim.
 

Flames66

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Flammablezeus said:
Well you don't have to have the third-person conversation option turned on, you could just keep it in first person.
Well, that solves part of the problem. As long as I can turn the voice off ALL THE TIME (no sneaky cutscenes to suddenly tear me out of myself) we'll be fine.

I'm curious though, how does a voice change you projecting yourself? The lines will still be pre-determined like in previous games. It's not like you type in each line to make it sound like something you would say in that situation. The majority of dialogue options in F3 and NV weren't things that I would say anyway, so for me the voice isn't going to make a vast difference in that department. To me it was the actions I undertook that truly mattered when it came to the role-play aspect.
Yes the lines are still predetermined, but I can easily rephrase them to have the same meaning but in my words. This works as long as the character I'm speaking to reacts to the meaning of the dialogue, not the specific phrasing the writers used (this usually seems to be the case).

As soon as a voice is introduced, there is no longer any ambiguity. I might want to interpenetrate "Surprise" as stepping out from behind a crate with my gun pointed and a pained expression on my face, saying "How could you take the cargo? I thought we were friends?! :(" Almost anything the character responds with could fit, but as soon as a voice is added I can only see the scene as the voice actor portrays it:


It is no longer how I feel about the situation, it is no longer my story. It kicks me out of my character like a Persian down a well.