
This is the second part of my Fallout 4 review, Fallout 4. Sometimes Bigger Isn’t Better. For the first part, with the introduction and description of what’s similar and what’s different in this newest edition to the Fallout series, please go to Fallout 4. Sometimes Bigger Isn’t Better (Overview).
The Story, or, an Outline of a Story
I don’t know if it was bad directing or bad choices that made the story so shallow in Fallout 4. This game has a huge map, voice acting, cut-scenes that accompany all the dialogues, all kinds of crafting and building, and many followers that have a lot more comments and quips than in previous games, and all of those things take up memory and developing them would have used up the game’s budget. Those are things that either weren’t in the previous games, or they were but to a much lesser degree. So choices were made, and the newest story suffered; it is much more of an outline than an actual story.
The main stories in Fallout New Vegas DLCs, like Old World Blues and Honest Hearts, for example, have more to them than this new whole game does. Characters in those DLCs talk a lot more about what they’ve done and what they’re doing than in Fallout 4, which has a story where all the missing explanation is an irreconcilable, glaring annoyance. Your own character doesn’t have the ability to question much of anything, like any normal person would, nor do they have anywhere near the normal level of frustration, sadness, anger, etc., expressed in all things related to your son and your quest for him.
Continue reading Fallout 4. Sometimes Bigger Isn’t Better (Story)