Fallout 4 - One Year Later
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
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
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
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
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
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
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
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
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
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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