Fallout series

Tells you how off the mark I was. I saw the casino vending machines as being like 3D printers. I mean, makes more sense than conjuration
 
Tells you how off the mark I was. I saw the casino vending machines as being like 3D printers. I mean, makes more sense than conjuration

IIRC they take the raw materials in the Sierra Madre chips and use that to make what-ever; but since the machines can make packaged food and cigarettes what else are you supposed to think? You could literally be wasteland God, or cure the world, if these things were dispersed around. I just don't like the fact that they can exist in Fallout lore personally.
 
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IIRC they take the raw materials in the Sierra Madre chips and use that to make what-ever; but since the machines can make packaged food and cigarettes what else are you supposed to think? You could literally be wasteland God, or cure the world, if these things were dispersed around. I just don't like the fact that they can exist in Fallout lore personally.
I wonder how metal or whatever those chips are made of can turn into life saving stimpacks.
 
>meets this badass looking ghoul in a bar
>he offers you a job working for his boss
>you travel to his boss' fancy house
>the boss is a nerdy scientist who believes in aliens

I love this way more than I should.

Edit: Oh my god, he has a nagging mother. This is amazing.
Edit#2: So you can point out that you killed the other guy who pretended to be a preacher to brother Thomas. Neat.
 
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They finally mentioned a bit more about New Vegas. *sniff*
 
So, I finished the main quest.
I went down the Institute path because I thought it suited my pissed of mother wiling to do anything to get her baby back character. Shaun's reasoning for naming you his successor is a bit iffy but it makes sense considering just what the Institute could achieve under your guidance and support. I liked the final confrontation with the Brotherhood. Maxson himself joining the fray was awesome.
Kinda wish there would be some sorta ending slide-show like New Vegas but it probably wouldn't make much sense considering you can continue playing after the end.
 
The Enclave lives on in all those crappy knockoff Brotherhood Vertibirds that die to a handful of bullets from a couple of raiders or super mutants. I like the aesthetic of the new Vertibird designs, but they are pathetically weak compared to their predecessors
 
I've been playing Fallout 4 recently and got to a section of the main quest that is pretty weird.
Going into Kellogg's cybernetic brain implant thing is just downright ridiculous but actually leads to a nice sequence that makes him feel like an actual person instead of mid-boss#9432. I wish that you could have actually played as him during the family avenging memory and that he would have said something among the lines of

"A pissed off parent breaking into the enemy base, looking for the bastard who tore their family apart...How ironic."

when you're entering the part of the fort he's hiding out in. The only bad part about that sequence was the doctor lampshading the fact that Kellogg was just a person. It feels so out of place and unnecessary when it's so obviously the conclusion you should have had about him.
It's funny I felt the exact same way. The highlight of the story ended up being when you delve into the brain of a psychopath and going through his memories. He unsurprisingly ended up being a more sympathetic character than the Sole Survivor by the end of the quest.
Then they implied that Kellogg was still alive inside of Nick somewhere and they never went anywhere with that reveal. I would have preferred a side quest for Nick where he kind of becomes like Dog/God and you get the choice to either keep Kellogg or Nick. I would have rather roamed around the wasteland with him.
 
Nuka-World has some really odd bugs. Issues where giant inexplicable objects you can phase through are indoors and totally ruin one early scene because you can see nothing. In one segment of the map I guess someone forgot to put in a building or debris somewhere because you can see off the world map. Another bug later on are enemies who can only be hurt by forced crits. It's a simple mob clear quest but direct hits don't damage them. I spent thirty minutes, in survival mode, fighting mobs that are fast, hit hard, and can stagger/stun you. Also, they apparently didn't program the new companion to warp short distances. Not the biggest deal but if you try to take them to the Prydwen they will get insta-KO'd from fall damage and you can't enter the ship without them warping back to Nuka-World. I think I like the DLC but it's hard to tell when I keep running into things that make me scratch my head and wonder how some of these issues slipped past beta.

I might wait for this to get patched before it sours my experience of it.

Thanks for the heads up, I'm going to hold off the temptation to play nuka world until I beat Witcher 3
 
The Enclave lives on in all those crappy knockoff Brotherhood Vertibirds that die to a handful of bullets from a couple of raiders or super mutants. I like the aesthetic of the new Vertibird designs, but they are pathetically weak compared to their predecessors

It's just poor programming and game limitations tbh. It's an aircraft, if it were flying at hundreds of miles an hour, at one-thousand feet in the air, blasting you with 30mm shells (according to the concept art that's what the two front guns are) then it would be impossible to kill. So instead it hovers like 20 ft of the ground to attack you.

They did the same thing in Fallout 3, when Liberty Prime shows up an Enclave Vertibird literally drops out of a perfect attack angle to hover in-front of Prime's face to get blown up.

The new designs do look sick though.
 
The ones is Fallout 3 had the same flight behavior but were much tougher to kill though, with more hitpoints and better weaponry. They could attack targets with mini nukes and missiles in addition to the guns, which made them much more dangerous to whichever NPCs they were attacking on the ground.
 
True but they were all just scripted animations, the aircraft never stayed around to attack you like an actual enemy. IIRC every-time they turn up on a bombing run or something is just a marker on the map for that to happen. Since they were making them far more frequent and actual enemies I suppose they wanted to make them easier rather than constant mini-bosses.

Honestly I just kill the pilot rather than the Vertibird itself. VATs crit him on a 1% through a tiny space in the side-doors.
 
It's funny I felt the exact same way. The highlight of the story ended up being when you delve into the brain of a psychopath and going through his memories. He unsurprisingly ended up being a more sympathetic character than the Sole Survivor by the end of the quest.
Then they implied that Kellogg was still alive inside of Nick somewhere and they never went anywhere with that reveal. I would have preferred a side quest for Nick where he kind of becomes like Dog/God and you get the choice to either keep Kellogg or Nick. I would have rather roamed around the wasteland with him.
Yeah, it was a wasted opportunity for an interesting companion quest.
 
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It's funny I felt the exact same way. The highlight of the story ended up being when you delve into the brain of a psychopath and going through his memories. He unsurprisingly ended up being a more sympathetic character than the Sole Survivor by the end of the quest.
Then they implied that Kellogg was still alive inside of Nick somewhere and they never went anywhere with that reveal. I would have preferred a side quest for Nick where he kind of becomes like Dog/God and you get the choice to either keep Kellogg or Nick. I would have rather roamed around the wasteland with him.

The memory den really could have been a catalyst for some good DLC.

Kellogg being alive in Nick's head could have also been used in other interesting ways. Kellogg had an unnaturally long lifespan due to cybernetics and has seen some crazy stuff and worked with even crazier people. It would have been the perfect premise for DLC. Kellogg was 108 years old and born in NCR territory, and worked for the Shi before eventually working for the Institute. Nick could have functioned as Kellogg for the entire DLC and maybe at the end you got to make a choice. The option of putting Kellogg's consciousness in a lower tech synth who could function as a companion outside the DLC. He could be just as much of a ruthless bad ass or maybe over the course of the DLC you could make him see where he went wrong and make him realize this is a chance to do shit different. It's sappy but it's nice to give players that choice. Kind of like how in Throne of Bhaal you could convince a companion to go from Chaotic Evil to Chaotic Neutral but in this instance it'd be more like going from Neutral Evil to Chaotic Good or something
 
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