The entire battle between the 3 factions boils down solely on "Synths humanity". That's why The Institute was written in a way where it's entirely vague and unclear in their motives overall. They weren't really expanded on since they already had the standard "Dooz tha androids have...
The whole "Are androids people?!?111" trope is so fucking overused at this point. As soon as this became apparent in Fallout 4 I was like "Reaallly? THIS AGAIN???"
It used to be an interesting concept, now it's just the standard shallow white-washed nothingless used whenever people can't think...
I'd honestly say the worst faction for Fallout 4 was The Railroad for how poor and simply written it was. The BoS were hoarding technology and cleansing the Commonwealth. The Institute was creating technology. The Minutemen were re-building the Commonwealth. All three of these had motives and...
In traditional Fallout's you had "hur dur" dialogue if your character was under intelligence 3.
Nice to know what Bethesda thinks of it's playerbase for Fallout 4.
One of my problems was the sheer about of places with just bland copy paste raider and super mutant camps.
No new cultures and interesting groups emerging from the wastes or how they interact with one another and structures from within.
Or wait no, I take that back. The Commonwealth did...
From the first part of the game I knew how the rest was going to be. You're forced into the role of an army vet, appearing to a decent human being with steady happy marriage, the whole "muh wife muh kids" package.
The timing of the vault tech was way too coincidental 2 minutes before the alarms...
They should have had a faction in direct opposition of The Minutemen. Instead of joining up with Preston you do the opposite and kill him and the others right off the bat.
In more ways than one Nuka World presents the concept of evil as an arcade or theme park. In fact that's pretty much Bethesda's approach to anything lol
Five or so hours of tacked on last minute 1-year later DLC would only be worthwhile if it made any sense AT ALL in context of what had already taken place. Being evil in Nuka-World felt more like a phony gameplay mechanic than anything else.
Giving the Sole Survivor a clear cut personality was...
The funny thing is Nuka-World went way overboard on this front after all the backlash to blatantly compensate. So much so that if you actually played through the DLC you couldn't be a good guy unless you wanted the entire DLC to end in 10 min.
Having a character predominantly with good...
Aside from what's already been mentioned, I actually like the idea of having options for relationships with companions.
Though the way they went about it was extremely shallow and inauthentic. With how cringe and fake it turned out in the end I'd have rather they not done it at all lol
I think the point of "letting go" in this context is rather to not dwell on the past and move on from it.. That doesn't mean the past isn't useful to learn from or take knowledge/technology to build for a new world.
Just that the nostalgia, regrets, and dwelling on the past alone will not move...
Aliens were only meant to have little references here and there with the occasional Easter egg.
Having an entire DLC focused on aliens is like if they released a DLC where you go to the Land of Oz and follow the yellow brick road and end up meeting the Wicked Witch and her henchmen just because...