Ragemage
Wept for Zion
The whole game! *badum tshhhh*
But seriously, all jokes aside, there are quite a few things that get brought up in the game, and, had they been fleshed out more, would have made the game a lot better in my opinion. Here's some of the biggest ones I noticed:
1. Mama Murphy and Tower Tom
Now I KNOW this one has been brought up before, but I figured I'd mention it again. Mama Murphy's a psychic somehow, we all know that. Here's the thing though, in the Beantown Brewery, you can read a terminal from the raider leader there named Tower Tom. You find out he actually had Mama Murphy kidnapped for a while and was using her to tell him the future. The terminal entries goes on to mention they tracked Mama Murphy all the way to wherever Preston and his guys were held up in, which set into motion the events that led you to meeting the Minutemen and getting the Power Armor. What if instead of helping Preston, you had been able to help Tower Tom get Mama Murphy back? You meet up with a raider captain or whatever, he recruits you, you go in there and kill Preston and his posse and force Mama Murphy to come with you. Once Mama Murphy is in the hands of Tower Tom, he thanks you, pays you, and asks you to help lead his Raider band. From then on you can make settlements like normal, but instead of them being filled with settlers, they're filled with Raiders, with the Beantown Brewery being your main base of operations instead of Sanctuary or The Castle. Think of it like the Powder Gangers in New Vegas.
2. The Super Mutant Cure
Okay, maybe I'm missing something here, but one part of the game that pissed me off was Virgil and his goddamn magical mystery cure. See, he's a Super Mutant that still retains his brain power so to speak. He tasks you with going into the Institute and finding a cure he was working on. Turns out, it's a cure that stops him from being a Super Mutant! So, once you get him this cure, what does he do? Start using this cure to try and make more copies so that you can eventually cure all the super mutants in Boston? Create some kind of device that lets you contaminate the water so when Super Mutants drink from it it sets the cure loose in their body and slowly turns them back to normal ala President Eden? No, none of that! Instead, he just uses the cure on himself and then says he's planning to make more even though he doesn't even know how to recreate the original! Imagine instead of him being an idiot and using it right away, he started making copies? Imagine being able to turn Strong into a human again! I'm sure he'd object to it but that would make for some good character development with Strong rather than what we got in-game.
3. Curie and the Machine
Alright, so everyone knows how you can turn Curie into a Synth right? After that she becomes bangable to put it in layman's terms. Here's my problem with this: Why the fuck would you only turn Curie into a Synth? What about Codsworth? You know, your 200 year old stalwart butler, the only person besides a few of the nonferal ghouls you know from before the war? The companion in the game Bethesda wants you to feel the most attachment to considering he's the only one that'll say your character's name? And yet, there's no option for that! He isn't romanceable, you can't turn him into a synth, you can't even clean the fucking rust off of him! It makes no sense as to why he can't become a synth as well, none at all, especially when you're supposed to feel like he's part of your family!
While we're at it, if all the Institute needs is a brain to basically extract memories from in order to make a synth, then why the Hell can't we make our wife/husband into a synth? Her brain is perfectly preserved, frozen solid along with the rest of her inside Vault 111! Yet even if we become leader of the Institute, we can't go back into Vault 111, retrieve our lover's body, extract the brain, and make her a synth! Wouldn't that be a wonderful reason to join the Institute? They could hold the leverage over you that "Oh, we could bring your wife back from the dead with all her memories and everything!" Considering a lot of us designed both our husband and our wife characters, I felt like there should have been a way to get them back. I mean, we made them ourselves, there's a perfectly plausible way to "resurrect" them, and yet we can't fucking do it!
4. Slavery
This one should speak for itself. We had it in Fallout 2, 3, and New Vegas, yet for some reason it's absent in Fallout 4. Considering how many random NPCs there are scattered throughout Fallout 4, being able to mezz them and sell them for caps would have been great! It would have actually given us a chance to be evil, something the game has very little of! I mean, slavery's already implied all throughout the game! For example, when you rescue this Ghoul Kid from a fridge, you have the option to sell him into Slavery rather than getting him back to his parents. Which, I just realized, is a huge ripoff of the Greyditch quest from Fallout 3. I think the most offensive part though is the fact that there's this terminal in the Hallucinogen HQ which mentions the fucking Mesmetron! It says it was supposed to be shipped there but got lost along the way.
Anyway, those are 4 plot devices that I think, if they'd been improved on, would've made the game a lot better, or at the very least added some roleplay elements. What do you guys think? Do you have any of your own you'd like to add?
But seriously, all jokes aside, there are quite a few things that get brought up in the game, and, had they been fleshed out more, would have made the game a lot better in my opinion. Here's some of the biggest ones I noticed:
1. Mama Murphy and Tower Tom
Now I KNOW this one has been brought up before, but I figured I'd mention it again. Mama Murphy's a psychic somehow, we all know that. Here's the thing though, in the Beantown Brewery, you can read a terminal from the raider leader there named Tower Tom. You find out he actually had Mama Murphy kidnapped for a while and was using her to tell him the future. The terminal entries goes on to mention they tracked Mama Murphy all the way to wherever Preston and his guys were held up in, which set into motion the events that led you to meeting the Minutemen and getting the Power Armor. What if instead of helping Preston, you had been able to help Tower Tom get Mama Murphy back? You meet up with a raider captain or whatever, he recruits you, you go in there and kill Preston and his posse and force Mama Murphy to come with you. Once Mama Murphy is in the hands of Tower Tom, he thanks you, pays you, and asks you to help lead his Raider band. From then on you can make settlements like normal, but instead of them being filled with settlers, they're filled with Raiders, with the Beantown Brewery being your main base of operations instead of Sanctuary or The Castle. Think of it like the Powder Gangers in New Vegas.
2. The Super Mutant Cure
Okay, maybe I'm missing something here, but one part of the game that pissed me off was Virgil and his goddamn magical mystery cure. See, he's a Super Mutant that still retains his brain power so to speak. He tasks you with going into the Institute and finding a cure he was working on. Turns out, it's a cure that stops him from being a Super Mutant! So, once you get him this cure, what does he do? Start using this cure to try and make more copies so that you can eventually cure all the super mutants in Boston? Create some kind of device that lets you contaminate the water so when Super Mutants drink from it it sets the cure loose in their body and slowly turns them back to normal ala President Eden? No, none of that! Instead, he just uses the cure on himself and then says he's planning to make more even though he doesn't even know how to recreate the original! Imagine instead of him being an idiot and using it right away, he started making copies? Imagine being able to turn Strong into a human again! I'm sure he'd object to it but that would make for some good character development with Strong rather than what we got in-game.
3. Curie and the Machine
Alright, so everyone knows how you can turn Curie into a Synth right? After that she becomes bangable to put it in layman's terms. Here's my problem with this: Why the fuck would you only turn Curie into a Synth? What about Codsworth? You know, your 200 year old stalwart butler, the only person besides a few of the nonferal ghouls you know from before the war? The companion in the game Bethesda wants you to feel the most attachment to considering he's the only one that'll say your character's name? And yet, there's no option for that! He isn't romanceable, you can't turn him into a synth, you can't even clean the fucking rust off of him! It makes no sense as to why he can't become a synth as well, none at all, especially when you're supposed to feel like he's part of your family!
While we're at it, if all the Institute needs is a brain to basically extract memories from in order to make a synth, then why the Hell can't we make our wife/husband into a synth? Her brain is perfectly preserved, frozen solid along with the rest of her inside Vault 111! Yet even if we become leader of the Institute, we can't go back into Vault 111, retrieve our lover's body, extract the brain, and make her a synth! Wouldn't that be a wonderful reason to join the Institute? They could hold the leverage over you that "Oh, we could bring your wife back from the dead with all her memories and everything!" Considering a lot of us designed both our husband and our wife characters, I felt like there should have been a way to get them back. I mean, we made them ourselves, there's a perfectly plausible way to "resurrect" them, and yet we can't fucking do it!
4. Slavery
This one should speak for itself. We had it in Fallout 2, 3, and New Vegas, yet for some reason it's absent in Fallout 4. Considering how many random NPCs there are scattered throughout Fallout 4, being able to mezz them and sell them for caps would have been great! It would have actually given us a chance to be evil, something the game has very little of! I mean, slavery's already implied all throughout the game! For example, when you rescue this Ghoul Kid from a fridge, you have the option to sell him into Slavery rather than getting him back to his parents. Which, I just realized, is a huge ripoff of the Greyditch quest from Fallout 3. I think the most offensive part though is the fact that there's this terminal in the Hallucinogen HQ which mentions the fucking Mesmetron! It says it was supposed to be shipped there but got lost along the way.
Anyway, those are 4 plot devices that I think, if they'd been improved on, would've made the game a lot better, or at the very least added some roleplay elements. What do you guys think? Do you have any of your own you'd like to add?
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