Fallout 4 - One Year Later

Joseph Anderson

Joseph Anderson

152 min, 34 sec

A detailed critique of Fallout 4's story with suggested improvements.

Summary

  • The protagonist is a synth, released by Shaun to reform the Institute and uncover its immoral activities.
  • The Institute is a dictatorship ruled by a committee, with Shaun as a key figure wanting change.
  • World-building issues are addressed by giving Diamond City a function, like a nearby ammunition factory, to create more story opportunities.
  • Nuka World's introduction stands out but falls apart with illogical Raider alliance and lacks responses to player's choices in distributing park areas.
  • Harvey's character at Nuka World's entrance showcases a more thoughtful narrative design with multiple outcomes based on player's actions.

Chapter 1

Introduction to Fallout 4's Story Issues

0:00 - 152 min, 34 sec

Identifying major issues with Fallout 4's story.

Identifying major issues with Fallout 4's story.

  • The player's character is voiced, which may conflict with the player's intentions.
  • The Institute's goals and actions lack clarity and coherence.
  • Side quests lack depth and are often disconnected from the main narrative.

Chapter 2

Proposed Changes to the Main Character

132:52 - 2 sec

Making the player's character a synth to align player and character motivations.

Making the player's character a synth to align player and character motivations.

  • The protagonist is a synth created by Shaun to look like his parent.
  • Shaun's actions are recontextualized to make the player's journey make sense.
  • Player's actions are scrutinized to judge the synth's simulated memories.

Chapter 3

Addressing the Institute's Goals

132:54 - 1 sec

Reforming the Institute's narrative to create a more cohesive story.

Reforming the Institute's narrative to create a more cohesive story.

  • Shaun is part of a committee, not a sole leader, and seeks to reform the Institute.
  • The player, as a synth, is used by Shaun to gain trust and change the Institute from within.
  • The Institute's evil actions are explored and addressed through collaborative efforts with Shaun.

Chapter 4

Improving World-Building

132:56 - 2 sec

Enhancing world-building to create a more believable and rich setting.

Enhancing world-building to create a more believable and rich setting.

  • Diamond City and other settlements are given functions and reasons for existence.
  • The game's world is given more thought to explain how societies survive and operate.
  • Details like power sources and production facilities are addressed to create story opportunities.

Chapter 5

Nuka World's Introduction and Harvey's Role

132:58 - 2 sec

Analyzing Nuka World's opening and the complex character of Harvey.

Analyzing Nuka World's opening and the complex character of Harvey.

  • The player encounters Harvey, who sets a trap leading to the Nuka World gauntlet.
  • Harvey's character provides depth and multiple outcomes based on the player's choices.
  • The introduction to Nuka World contrasts with the base game through its dramatic vehicle sequence.

Chapter 6

Nuka World's Main Quest and Raider Alliance

132:59 - 2 sec

Critique of Nuka World's main quest and the illogical Raider alliance.

Critique of Nuka World's main quest and the illogical Raider alliance.

  • The player becomes the overboss of three Raider gangs, leading to questionable decisions.
  • The gangs' motivations and the player's role as their leader are not well-explained.
  • The choice to distribute park areas to Raider gangs lacks impact and coherence.

Chapter 7

Far Harbor's Main Story and Moral Choices

133:01 - 2 sec

Exploring Far Harbor's narrative and the choices presented to the player.

Exploring Far Harbor's narrative and the choices presented to the player.

  • The player investigates the synth refuge Acadia and confronts the leader, Dima.
  • Dima's past actions and the player's decisions regarding the island's factions are central to the story.
  • The DLC offers more complex choices and outcomes than the base game.

Chapter 8

Commonwealth Settlements and World Building Issues

133:03 - 1 sec

Addressing the lack of logical world-building in the Commonwealth's major settlements.

Addressing the lack of logical world-building in the Commonwealth's major settlements.

  • Diamond City and Bunker Hill lack clear purposes and production sources.
  • Goodneighbor's function as a hub for illicit activities is the only settlement with a clear role.
  • The game fails to address why these settlements exist in such a dangerous environment.

Chapter 9

Concluding Thoughts on Fallout 4's Narrative

133:05 - 1 sec

Final analysis of Fallout 4's narrative and the potential for a richer story.

Final analysis of Fallout 4's narrative and the potential for a richer story.

  • The proposed changes aim to align the player's journey with the game's narrative.
  • The Institute becomes a more nuanced organization with internal conflicts and goals.
  • World-building and side quests are improved, leading to a more immersive experience.

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