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1* EightPointEight: ˛** Controversy arose from TropeNamer [[Website/GiantBomb Jeff Gerstmann]] giving the console versions 3 stars out of 5, attributed to performance issues. (The PC version got a 4.)˛** Gamekult, a French video game website, gave the game a 6 (out of 10), pointing out the numerous bugs, corrupt autosaves and performance issues of the game (on both PC and consoles), and outright saying that the gaming press, including themselves, turned a blind eye for too long on such issues for each new release of a Bethesda game. They also felt that the writing is a serious step back compared to previous ''Fallout'' titles. At the end of the review Gamekult states that the game isn't what it ''could be'' (a game with the wit of ''VideoGame/FalloutNewVegas'' and the game play and scenery of ''VideoGame/TheElderScrollsVSkyrim'') but what it ultimately presents itself to be, a buffer game made to give Bethesda fans something to gnaw on between ''Elder Scrolls'' games. Overall, they say that the game is a good action-adventure game, but a poor role-playing game, and that it's more like a post-apocalyptic ''Franchise/TheElderScrolls'' game (specifically ''Skyrim'') than a ''Fallout'' game. This led to a lot of controversy, both within their fanbase and outside (since they were the only French website giving a "low" score to the game), and they have been accused of underscoring AAA games in the past. ˛* AccidentalInnuendo: Nick gets a particularly good one when you first meet him and clear the first three mooks afterward:˛--> '''Nick:''' Hard and loud, huh? Well, gets the job done. You gotta feel bad for whoever's cleaning the floors, though.˛* AlternativeCharacterInterpretation:˛** The Sole Survivor speaks in somewhat halting, short, and uncomplicated sentences. "I'm from before the War." "Yeah, 200 years ago." He/she doesn't respond to much and often only shows emotion about specific subjects (like their son). [[ShellShockedVeteran It's very possible they're suffering from some sort of stress-related disorder or emotional shock]]. Which, given events, is only understandable. It helps that there could be other reasons to contribute to their emotional shock such as the husband being a US Army combat veteran and the wife having some sort of postpartum depression. ˛** Is Arthur Maxson just [[AChildShallLeadThem a kid in way over his head?]] He took power at the age of sixteen, only a few years after the loss of all his mentors from earlier in life. It's only been a handful of years since then. A lot of his aggressive leadership style and decision making can be explained by him trying to prove he's strong enough to lead to the far more experienced people surrounding him. ˛** When you first reunite with Codsworth, at first, he appears to be completely oblivious to the nuclear destruction around him, just like almost every other robot in the ''Fallout'' series. However, after a brief conversation, he breaks down sobbing, admitting that he was fully aware of the war and pretended that nothing happened as a coping mechanism to his loneliness. Is Codsworth one of the few robots in the ''Fallout'' universe cognitive enough to realize the end of civilization, or do all robots put up a similar oblivious facade to cope with the loss of their masters?˛** All of the Factions are subject to this and actually is getting dissected pretty thoroughly in fandom. It even gets expanded on with ''Far Harbor'' and ''Nuka-World''. ˛*** For example, The Railroad can come off as UnintentionallyUnsympathetic due to the fact that in the process of freeing Synths their actions potentially destabilize the Commonwealth. They can be played AmbiguouslyEvil if the player character does not believe synths to be sentient, or see their "solution" of more or less pressuring every Synth they meet into a immediate [[DeathOfPersonality MemoryWipe]] make them little better than the Institute. Equally valid, many players see them as lovable misfits, liberators of synths, and a counter to more destabilizing factions such as the Institute. Still others believe that depending on the player’s actions there is room in the Commonwealth for both human and synth focused organizations.˛*** Another interpretation is that all these factions having a GreyAndGreyMorality are done on purpose - not just to give players the option of which side they agree with most, but also to play with the "War...war never changes" theme. Because, if you think about it, it's very rare to have an objectively "bad" side in a war. One usually views their country as the good guys - not just because said country generally mirrors their own ideals, but also because of the propaganda that often magnifies the bad parts of the other side. In this case, however, the player is given the unique option of seeing ''every'' side objectively. The end result can be the frustration over the fact that none of these sides want to work together, and usually want to destroy each other - despite many of these factions having similar goals/ideals. ˛** When exactly was [[spoiler: Mayor [=McDonough=]]] replaced with a synth? Or to be more specific, did he actually do the morally questionable things he supposedly did or was it all the work of the synth that replaced him, with [[spoiler:[=MacDonough=]]] himself being a decent enough person. Even InUniverse Hancock brings this up, wondering if he spent most of his life [[spoiler:hating his own brother]] for something the guy didn't even do.˛** Mama Murphy is portrayed as an aging hippie who can use chems to power "the Sight," giving her extrasensory perception. However, she's noticeably traveling with people who haven't known her very long (and whom she's constantly hitting up for drugs, despite them all being refugees whose only possessions are those they can carry) and tells some highly unlikely stories about her youth (including killing a Deathclaw with one bullet). She could just as easily be cast as a wandering drug addict and pathological liar who will do or say anything to get another fix, moving on when she's inevitably ejected from her current gang. ˛** Likewise, Preston Garvey's first response to seeing a disoriented stranger in a vault suit is ask for a favor. His interest in the Sole Survivor rises precipitously when he discovers they may be the only adult in the Commonwealth who hasn't heard of the Quincy Massacre. Running one or two favors for nearby settlements quickly turns into rebuilding the Minutemen, with the Sole Survivor nominally in charge but Garvey calling the shots while doing none of the legwork. It's all too easy to see the Sole Survivor as Preston Garvey's patsy to rebuild the organization he always dreamed of leading. ˛** Is Piper a feisty, good-hearted activist who is bringing the truth to the people of Diamond City and helping them stay safe, or is she only preying on and escalating their paranoia? While [[spoiler: almost everything she writes about turns out to be true (the mayor being a synth, the Institute being a threat)]], her writing is incredibly biased and spends more time casting suspicion than it does presenting straight facts. Her reporting style is the type of [[GonzoJournalism Yellow Journalism]] that is heavily criticized by most credible journalistic standards. And we know of at least one person who is killed due to the intense fear they all have of the Institute, a fear that Piper actively encourages through her writing and never seems to feel remorseful about. ˛* AngstWhatAngst: For a character who is a FishOutOfTemporalWater, the Sole Survivor speaks surprisingly little about their life in Pre-War years and how it is gone. Even [[spoiler:meeting their son who has become an old man due to taking TheSlowPath]] provokes no great emotional reaction. See AlternateCharacterInterpretation, though, for another possibility.˛** The possibility of romancing companions can also come across as this. For the Sole Survivor, it might as well have been yesterday that they were at home with a loving spouse and child, then watching said spouse get killed. Romancing someone else in what might feel like mere ''days'' after your spouse's death feels TooSoon for some players. It doesn't help that your deceased spouse's wedding ring is both collectible and able to be equipped: therefore it's possible to give your dead spouse's ring to your new romantic partner. ˛* AntiClimaxBoss: ˛** Deliberately [[InvokedTrope invoked]] in ''The Great Hunt'' sidequest in ''Far Harbor'', where the Sole Survivor goes with the Mariner to kill the Red Death, a sea monster that has been terrorizing fishing expeditions on foggy days. When the two get to the beast's last known location, they find that [[spoiler: the Red Death is just a Mirelurk baby who mutated to have glowing red eyes, whose light unwittingly lured sailors to shipwreck on the shore]]. The Mariner is distraught at this and how she will be a laughingstock if she reports this truth to the town.˛** Kellogg can be this, if the Sole Survivor does a little bit of searching a few minutes before their showdown. A few rooms before Kellogg decides to reveal himself, a toolbox can be found with an Armory Password. Inside the Armory, after a few Novice-level locks that should provide no resistance, is a Fat Man, with a single Mini-Nuke, more than enough to blast the man who killed their spouse, and kidnapped their son, as well as his Synth bodyguards into a fine, red, radioactive mist.˛*** The Synth Courser later in the story runs into the same problem-- but unlike Kellogg, the Fat Man and Mini-Nuke are out in the open (albeit hidden around the final area before the boss fight).˛* AuthorsSavingThrow:˛** One complaint about the game is a lack of any real "evil" path through the game, with most quests largely being about helping people. The ''Nuka-World'' DLC gives players the option to be a real evil bastard if they want to, with the ability to join up with and run Raider gangs that function much like settlements. Of course the flip side of this is your ''only'' option is being a Raider Warlord or killing every single raider in the park (and we mean '''''all''''' of them) so it's not a complete fix.˛** An increasing complaint is that despite the series continuing to the extent it's been 200 years since the Great War, the world is in the same ruined state it was in the first ''Fallout'' title, and the NCR as a massive governmental body ruling a large area of land is an outlier. The settlement system gives the player the chance to help fix just this one corner of the U.S. themselves, slowly turning the Commonwealth into a more civilized region as new towns spring up and caravan routes of supplies begin to move between them. This system also demonstrates the difficulties that civilians struggle with in the ''Fallout'' world, like having a steady supply of food and water and a safe place to sleep at night; even with the player having the advantage of AcceptableBreaksFromReality like EasyLogistics and RidiculouslyFastConstruction, it takes a lot of time, effort, and resources to build a thriving community.˛*** Might have an in-universe justification if Broken Mask, CPG, and the thriving and ever increasing numbers of Raiders, Gunners, Super Mutants, and Synth is accounted for. Basically, the Institute tried its hardest to maintain the status quo in the shadows, usually by preventing the Commonwealth from being too organized by wastelanders. This is also proven that, apart from direct attacks to your thriving settlements, Synth infiltrators may occassionally be sent to wreak havoc on your settlements.˛** Porter Gage seems deliberately crafted to avert most of the annoying things about the TokenEvilTeammate: he's not StupidEvil, he's not AxCrazy, he's not prone to ChronicBackstabbingDisorder (at least toward you). In fact, for the most part he's a [[AffablyEvil fairly pleasant companion who just happens to enjoy stealing from and murdering people who are weaker than he is]].˛** Some disliked the depiction of super mutants in ''Fallout 3'' as DumbMuscle AlwaysChaoticEvil {{Mooks}}, a stark contrast to the first two titles (and ''New Vegas'') where they were more intelligent, could be reasoned with, and had goals and motivations. This game's super mutants were made from a separate batch of FEV than the Vault 87 mutants, resulting in them being a CompositeCharacter between the ''Fallout 3'' versions and the originals that tries to balance out the two depictions. They're still brutal, violent, and dumb, but are more intelligent than the Capital Wasteland mutants, able to craft crude weapons and armor, operate turret systems and radios, and some of their leaders demonstrate cunning and planning. Strong also explains they have their own code of honor among themselves.˛* BaseBreakingCharacter: ˛** Is Arthur Maxson an IDidWhatIHadToDo WellIntentionedExtremist who is taking the Brotherhood down a path which was necessary given unknown events? Is he a PrinciplesZealot, TheFundamentalist, and an InTheBlood NobleBigot who restored the Brotherhood to the way it's "supposed" to be because of his heritage? Is he just extremely misguided, believing this is the only way forward even if it got the western Brotherhood of Steel destroyed? Reading the terminal of his backstory gives more skeptical players a sense he might be a FakeUltimateHero given his achievements sound extremely dubious. Likewise, he was appointed by the western Brotherhood of Steel, who were adamantly opposed to the policies of Elder Lyons, which may make him nothing more than their puppet.˛** Travis, the DJ for Diamond City Radio, is an interesting case. It all depends on whether you did his quest or not. If he is still a nervous wreck, you either find his {{Adorkable}} announcements endearing or annoying to listen to. Likewise, if he becomes more confident, you either think that his character development makes him more interesting than Three Dog and Mr. New Vegas or just a bland generic DJ.˛** Out of all the companions, Strong has gathered a rather mixed reaction from some players, some hate him for [[DisproportionateRetribution disliking you for things like picking locks or hacking terminals]], or because he doesn't distinguish himself from his brothers compared to other Super Mutant party members such as [[NeverMessWithGranny Lily]], [[GentleGiant Fawkes]], or [[AllLovingHero Marcus]]. On the other hand, some like him for being [[TheComicallySerious unintentionally hilarious]] [[BlackComedy with his bloodlust]], or for the fact that while he's a typical Super Mutant, he gives out unexpected insights towards typical Super Mutants in the Commonwealth and being ironically different from other Super Mutant party members.˛** Lorenzo Cabot: Is he as much of a violent threat as Jack Cabot described, or is he a victim of his overbearing, exploitative family? While he's clearly threatening, the extent to which it was moral to free him is left ambiguous, not helped by the frequently contradictory hints dropped about his true nature.˛** [=DiMA=]: Is he a wise leader, doing what needed to be done to protect his people and the general peace? Is he a good person who, despite his calm facade, unfortunately makes rash, emotional, and sometimes immoral decisions when he feels cornered? Is he a self-justifying monster, who commits terrible crimes for "the greater good" and then [[spoiler: abandons his own memories of the crimes so he doesn't have to feel guilty]]? It's especially disturbing when [[spoiler: almost immediately after he expresses seeming regret over murdering and replacing Captain Avery, he suggests doing "the same trick twice" with Confessor Tektus, suggesting that while he does realize how bad his crimes are, he also has no plans to stop and continues to see them as [[NecessaryEvil Necessary Evils]]]].˛* BigLippedAlligatorMoment: In ''Far Harbor'' [=DiMA=] suggests that the Sole Survivor might be a synth with false memories, and none of the player's possible responses do much to refute him. Despite the mind-bending effects this would have on the plot of the entire game, it's [[AbortedArc dropped immediately]] and contradicted by ''many'' different things throughout the base game - though it ''has'' resulted in lots of EpilepticTrees.˛** This also hangs a pretty big lampshade on the player starting the game on the day the bombs fell, followed by the cryosleep, meaning the player's memories fit conveniently into the false memory narrative. ˛* BreatherLevel: ˛** Dry Rock Gulch in ''Nuka-World'' is significantly simpler and easier to complete than all the other parks. It's full of rather weak monsters and the robotic quest-givers give out easily-completed tasks (that can be skipped altogether in a few speech checks/uses of Robot Expert). Most of the fun is just from the opportunity to ham it up as a cowboy/girl when talking to the Protectrons (additionally, if one is wearing the Silver Shroud costume, some characteristically-hammy Shroud dialogue is available).˛** In what ''must'' be a deliberate mockery of SuspiciousVideogameGenerosity, you can find a quad-barrel missile launcher behind a locked door in Mad Mulligan's Mine on your way to face the boss. [[spoiler: Said Bloodworm Queen is exactly as tough as all the other Bloodworms.]]˛** On a meta level, among the storyline DLC (''Automatron'', ''Far Harbor'', ''Vault-Tec Workshop'', and ''Nuka-World''), ''Vault-Tec Workshop'' definitely counts as this. Whilst the other storyline [=DLC=] often go to rather dark places (with even ''Automatron'' telling the sad tale of [[spoiler:[[ObliviouslyEvil the Mechanist]] and her [[YankTheDogsChain utter failure]] at helping the Commonwealth despite her best efforts]]). However, aside from the [[NightmareFuel HalluciGen]] [[MoodWhiplash section]], ''Vault-Tec Workshop'' is generally [[LighterAndSofter lighthearted]] and [[GuideDangIt relatively]] easy, instead focusing on helping build an actual [[UndergroundCity Vault]] to shelter innocent Wastelanders (like ButtMonkey [[ThePollyanna Clem]]) from the world above, with the potentially lethal tests completely optional. Even the "villain" of the DLC, [[MadScientist Overseer]] [[TheSociopath Valery Barstow]], falls under LaughablyEvil and [[HarmlessVillain can be easily]] [[ScrewTheRulesImDoingWhatsRight ignored/defied]]. ˛* BrokenBase:˛** There were people who were furious that the protagonist would be voiced for the first time of the series. They believed voicing the PC makes it harder to immerse with their own character. On the other hand, there are those who loved the idea of a voiced protagonist, since that would make the PC less of an empty shell and more of a person. The ''Franchise/MassEffect'' inspired dialogue system has also been criticized by opponents for limiting the wide range of possible interaction through dialogue that normally is a staple of the series and accepted by supporters, some claiming that the system is NotSoDifferent to the choices usually available to the character, the only difference being it's tone based (like Mass Effect) and fully voiced on the player end. Of course, ''Fallout 3'' system was tone-based as well, just not visibly marked as such.˛** Although the new power armor mechanic was generally well received, there are two points that divide the fans about it in particular:˛*** Fusion cores. For some people, the fact that they run out (faster if you sprint), ruins the power armor because you not only can't abuse it, but you also need to be on the look out for more when they run out, even with the Nuclear Physicist perk.˛*** The fact that you can acquire a full set of power armor plus a minigun with lots of ammo right in the 2nd mission also bothers some people. The ones who don't have a problem note that said minigun runs out of ammo very fast, and that the armor won't carry you through the whole game without upgrades. It should be noted that the reason both of those items are weak are for balancing purposes because they are found so early. Compare that to the first two Fallouts, were Power Armor was end game gear and the best armor you could find. It gives older players the impression that Bethesda wanted new players to see how [[RuleOfCool cool]] the series is by giving them cool toys without having to work for it.˛** The game features many [[SelfDeprecation self-deprecating]] {{Take That}}s towards contentious elements of ''Fallout 3''. Those who hated them got a kick out of them. Those who didn't... well, check the PlayerPunch entry for details, but to make a long story short, [[HappyEndingOverride hope you weren't too attached to some of those setting elements]].˛** The Institute has been subject of quite a few flame wars, with one side viewing them as noble ScienceHero types who just want to make the Wasteland a better place (ignoring the kidnapping and horrific experiments). Others consider them nothing more than slavers who should be treated no better than those from Paradise Falls. Still others consider them as StupidEvil morons who, for all their focus on science, can barely accomplish anything. A major point of contention is whether Synths are actually sentient, with the former tending to believe the Institute when they say they're just very good at mimicking sentience.˛** The fact that Codsworth says your character's name if you're in VO and Vo only had sparked a minor debate between those who feel that, as a game made by an American company, it's to be expected, and those who think that, by now, when almost all dubs are done simultaneously, there is no reason for the English version to have something more than the others.˛** Survival mode. It's pretty evenly split down the middle whether or not fans like the new survival mode. Players who enjoy it will cite the increased realism and sense of urgency to gameplay, while detractors find the lack of fast travel and inability to manually save to be annoying [[ArtificialDifficulty artificial difficulty.]], and the disabling of the command line console on the PC version hamstrings self-extrication from bugs or doing modding diagnostics. Not helping at all is the [[StopHavingFunGuys vocal minority of survival mode fans]] who insist that it's the "correct" way to play, and that anyone who doesn't like it is just mad because it's too hard for them.˛** The fact that Waiting is now only possible while sitting down has irritated some fans, although others don't mind and find it more realistic, as it gives the option to sit on furniture a purpose beyond simple realism.˛** The very ''nature'' of the game has come under fire; after the intricately interwoven story and setting of ''VideoGame/FalloutNewVegas'', the super-sandbox of the Commonwealth is a fairly noticeable GenreShift. It's telling that the primary pastime for New Vegas players is [[AlternateCharacterInterpretation endlessly discussing and deconstructing the companions and faction leaders]], while ''Fallout 4'' players are endlessly competing to [[VideoGame/{{Minecraft}} build the most impressive settlement(s) out of whatever's available]] - when they're not creating even ''more'' IKEAWeaponry.˛** The bugginess of the game has caused a debate to spring up. Does Bethesda get a free pass? A lot of people (see EightPointEight above) point out that the sheer amount of bugs in the game, some of which can be game breaking, would have resulted in the game getting raked over the coals by reviewers and gamers. The argue that since it's a Bethesda game, they let it go. The other side argues that the bugs aren't that bad, and are simply a result of the scope of the game. Not helping matters are a minor third side that argue that the bugs are simply a part of the "Bethesda Experience."˛*** Another point that gets brought up, is that often the bugs are a direct result of the relatively unique nature of Bethesda's games. Most notably, the free-form questing which allows the player to both complete quests how they wish, as well as the order in which they do them. All these variables make things significantly more complex, and as a result, significantly harder to catch and fix bugs. This is exactly why most games - even open-world sandbox games, are usually far stricter on how you're allowed to complete a quest, or at least, limits the number of quests you can start at any one time. ˛** QualityVsQuantity has been a major talking point about the game, with many defenders pointing out that the game is a massive WideOpenSandbox with tons of things to do and explore, and can have hundreds, possibly thousands of hours of content. The other side argues that a vast majority of those hours will be spent on pointless side activities that do nothing to enrich the game and that all that breadth comes at the expense of depth, leaving the game feeling shallow and boring. ˛*** Not helping this debate is the fact that FalloutNewVegas's base game had only slightly less quests in total than Fallout 4 ''with all [=DLCs=] installed'', leading some to point out that New Vegas in 18 months of development gave more quantity *and* quality then Fallout 4 did with 8 years of dev time for the base game plus the additional year of DLC development. There's also been more than a few times that the main plot of 4 is described as being New Vegas' but arguably toned down.˛** The Creation Club can either be described as Bethesda trying to milk the game over actually fixing it, along with Skyrim, a way to get the creators to get paid, or a way to introduce player-made content to the [[UsefulNotes/Playstation4 PS4]], due to Sony's policies regarding user-made content. From the pricing and bundling, most fans agree with the "milking over actually fixing it" part.˛* CompleteMonster: [[DarkActionGirl Nisha]], from the "Nuka-World" {{DLC}}, is the bloodthirsty leader of the Disciples raider gang. A ruthless SocialDarwinist who murdered any gang members who refused to follow her leadership, Nisha restructured the Disciples into a gang of hedonistic torturers and murderers. Ever hungering for suffering, Nisha decorates her base and home with the dismembered corpses of her victims, leaving the barely-alive ones chained to beg for freedom. Her most vile achievement is "The Gauntlet", a DeathCourse into which Nisha throws unsuspecting people to die for the raiders' amusement. "Improving" it to make it more deadly, Nisha shows nothing but joy at the deaths of even the slaves sent in to clean the bloodied tracks.˛* CrossesTheLineTwice: This game has one of the most cheerfully offensive features outside of outright GrossoutShow games: A perk that turns your character into a high-functioning IdiotSavant, in so many words. Every time its effect occurs, it plays a derpy giggle, and its icon is Vaultboy with FishEyes.˛* ContestedSequel: Fans are divided about how it compares to ''Fallout 3'' and Obsidian's ''VideoGame/FalloutNewVegas''. It's generally agreed that the combat system is improved, including a better sense of challenge, and the equipment crafting system is great, while the quest design, dialogue system, and story are restrictive and dull; settlement building and management, the voiced protagonist, and changes to the menu interfaces, are more contentious depending on who you ask.˛* CrazyAwesome: Hancock and [[LargeHam THE SILVER SHROUD]]. And of course you can play your character this way, as per usual in ''Fallout'' games.˛** Even better, you find a [[BarbarianHero Gronak costume and his axe]] in an associated quest. With a companion, that makes TWO comic book characters come to life roaming the Commonwealth righting wrongs. With the DLC, you can add [[ScienceHero the Mechanist]] to the lot. At that point your party looks more like a cosplay convention with three superheroes, a Synth Detective, a Brotherhood of Steel Paladin, an Instiute Courser and a Super Mutant Berserker, all inexplicably working for the same side.˛* DarknessInducedAudienceApathy: The ''Far Harbor'' DLC caused this in some players. BlackAndGreyMorality is in full effect, and the story has no true GoldenEnding. [[spoiler: The only method to ensure a permanent peace on The Island not only requires letting DIMA get away with murdering and replacing Captain Avery, but requires the player to help him replace Confessor Tektus as well. The other options are to forcefully resolve the conflict by [[KillEmAll completely exterminating one or more factions]] (all of which have sympathetic and likable individuals) or to convince DIMA to turn himself in. The latter option sees justice done, but leads to the Harbormen assaulting Acadia if the player has not built up their trust, sends Nick Valentine into depression, and leaves the conflict begtween the Harbormen and the Children of Atom unresolved]]. Needless to say, the choice felt very bleak to some players.˛* DemonicSpiders: Some of the enemies can get downright vicious in this game. ˛** Mole Rats with mines strapped to them. These aren't that bad (you'll usually survive the hit if you aren't hurt), but you more than likely won't realize they're booby-trapped until you've smashed their heads in.˛** Super Mutant Suiciders. A suicide bomber that's faster and tougher than average mutants and carries a mini nuke on its fist. They run up to you and punch you with it, which is pretty much a guaranteed kill. The game throws these things at you very early in the game, well before you have the armament necessary to just kill them outright. You know it's bad when there's ''an achievement from dying to one''. To add insult to injury, crippling the arm they're carrying the bomb in will make them drop it, and kill them... but because of the way the game's experience system works, its death (and any collateral damage) count as kills by the AI, and don't provide experience. On the plus side, if you kill them without setting the bomb off, you can collect a free Mini Nuke.˛*** You can also spawn within metres of a Suicider when fast travelling to certain mutant-infested locations, giving you pretty much no chance of fighting back before the big kaboom.˛** [[ScaryScorpions Radscorpions]]. In previous games, they were rather small, but annoying to beat. Not in ''Fallout 4''. The regular ones are about the size of a Giant Radscorpion, and have the health, poison and damage to boot. And it's impossible to run from them once they find you--they can easily burrow to you and pop up nearby, even behind you!˛** [[GiantEnemyCrab Mirelurks]]. Anything above the baby version has a lot of health, and all except the King have hard shells which reduce incoming damage significantly, which they will exploit. Even the softshell versions can take a fair bit of punishment. Furthermore, they all deal decent damage and cause radiation poisoning. Just downloading and activating ''Far Harbor'' will also add [[GlowingEyesOfDoom Bloodrage Mirelurks]] into the leveled list. If that isn't bad enough, ''Nuka-World'' adds the even stronger [[UndergroundMonkey Nukalurks]] with all its variants, Queen and King included. ˛** [[KillerRobot Assaultrons]]. [[LightningBruiser Fast, can dodge bullets and block melee, very durable, and comes with VERY painful melee and even MORE painful]] EyeBeams. And then there's the [[FromBadToWorse Assaultron Dominator]], which adds on [[InvisibilityCloak stealth]] and bladed arms with both insane damage and reach (it can kill you in two hits when you're wearing a full set of modded heavy combat armor). Assaultrons are also one of the few enemy types where it's ''not'' a good idea to shoot the head since it's actually ''more resistant'' than the body.˛** If ''3's'' Sentry Bots weren't bad enough, this game makes them even worse. They tend to rush the player ''very quickly'' and fire their devastating gatling gun point blank. Coupled with a huge amount of health and a hard-to-hit weakpoint, they're a nightmare to face. Unlike the Sentry Bots of previous games, where you can circle strafe them up close, these Sentry Bots also have very painful melee and ramming attacks. And if all that weren't enough to make you cringe in fear, assuming you do beat them, they [[ActionBomb go off like a mini-nuke]] for that final "screw you".˛*** Remember the prototype four-legged Sentry Bot you saw in a showcase back in ''VideoGame/FalloutNewVegas''? Turns out they aren't exactly prototypes in the Commonwealth. These variants are capable of moving left and right without turning so that they could keep their guns pointed at you while strafing. Some variants also have [[BackpackCannon Mortars]] in addition to their usual miniguns and missile launchers.˛** As always, Deathclaws are hard to kill, and rightly so. That's not what makes them demonic spiders. What makes them demonic spiders is that [[ScriptedEvent the game purposely hides them from view in certain locations until you've approached]]. Without warning, there's now half-a-ton of muscle and claws charging at you. This isn't to be confused with the variant below.˛** Chameleon Deathclaws. If Deathclaws weren't bad enough, now there's a variant that can cloak to sneak up on you and murder you more easily.˛** Bloodbug variants that aren't hatchlings or normal ones, such as Infected Bloodbugs or Red Widow Bloodbugs. Not only are they a pain to hit due to flying around and being rather spindly, they also deal more damage than a regular one, [[ZergRush swarm in numbers]], and worst of all, have ''a lot'' more health compared to regular Bloodbugs. They also cause InterfaceScrew and deal a very high amount of poison damage to the player, even through power armor!˛** [[FliesEqualsEvil Stingwings]]. Just when you thought Bloodbugs are bad enough, these things show up. You then realize that they're this game's answer to the [[VideoGame/FalloutNewVegas Cazador]]. They are very fast, hit hard, have very deadly poison, [[ZergRush come in groups]], and extremely hard to hit without VATS (and even with VATS, they are still hard to hit unless they are very close, in which case they are already in striking range). Despite being rather flimsy and easier to gun down compared to Bloodbugs, they're also ''much'' faster and dodge much more often.˛** [[BearsAreBadNews Yao Guai]], once again, are back. And in each new installment, they're more vicious each time. Like Deathclaws, their power attacks often knock you off your feet, and they'll gladly maul you afterwards.˛** The Children of Atom may look like normal people in rags, but they're some of the hardest enemies in the game unless you happen upon them wearing power armor or a hazmat suit. The reason for this is their gamma guns, which deal insane amounts of radiation damage and have an awe inspiring clip size to boot. What makes this so deadly is that the radiation lowers your max health and you can't get rid of it with stims or most food items, only Rad-Away. Even if you planned ahead and brought a hazmat suit, many of them have backup weapons which will punch right through the unarmored hazmat suit.˛*** You can wear [[PoweredArmor power armor]] to deal with them, as it provides extremely high radiation resistance and damage resistance, but it's costly to operate and still somewhat vulnerable to the Nuka Grenades they carry.˛** Any humanoid enemy armed with a Fat Man. They'll likely see you before you see them, so the first indication that they're there is the tell-tale bomb whistle of a mini nuke, which by that point it's already too late. Unless you're wearing power armor, it's a OneHitKill and if you don't know where the attack came from, you can expect to die to that one enemy over and over again until you find them. What makes this worse is there's level scaling with these guys. You can begin encountering them very early, especially if you decide to help out the Minutemen (see Boomer below).˛** To a lesser extent, enemies packing a missile launcher. They don't have the same area of effect, but you're dead if they hit you all the same, and they can hit you from long distances if they know where to shoot. If you can't snipe them, fighting from an elevated position or uphill is usually the only way to survive, as the angle will make sure their rockets fly harmlessly past you, rather than exploding at your feet.˛*** It gets much worse later in the game, when missile launchers can spawn with the "targeting computer" scope. Because this adds lock-on functionality to the missiles, you're all but guaranteed to get hit. As if that wasn't bad enough, if you're sniping from a distance, an enemy can unknowingly mark you with the scope and land a perfect hit [[AccidentalAimingSkills without actually detecting you]].˛** Vertibirds can become this if you go against the Brotherhood, and they are annoyingly common until or if you [[spoiler: destroy the Prydwen.]] What makes this more annoying is the fact that the pilots actually seem a lot smarter when they fight the player than when they go up against the baddies of the Commonwealth. They'll always keep someone on the minigun now and will focus their flight patterns around you. The best course of action is usually to let other hostile [=NPC=]s take them down for you. And when taken down, they tend to give a final middle finger to the player by crashing onto them and exploding for massive damage.˛** While regular feral ghouls are GoddamnedBats, the stronger ghouls can get really tough on their own. Especially the top-tier glowing variants, the Putrid/Bloated Glowing Ones, stand out. They hit like a truck, dealing equally hard physical and radiation damage. If you're not wearing power armor or packing some serious firepower, you'll quickly drag behind healing both types of damage at the same time.˛** The ''Automatron'' DLC's customized robots can be hit or miss, but the melee bots behave like Assaultrons and are every bit as dangerous for it. Worse still, these come with electrified or flaming limbs, and some are outfitted with Mr. Handy-style thrusters, making them move as fast as a Stingwing.˛** The ''Far Harbor'' DLC adds a few more: ˛*** Anglers: Humanoid mutant anglerfish. Extremely fast, strong, wield ranged acid attacks, fond of ambushing the player while pretending to be a floating plant with their [[ExactlyWhatItSaysOnTheTin Lure]] weed.˛*** [[BigCreepyCrawlies Fog Crawlers]]: Basically [[VideoGame/TheElderScrollsVSkyrim Chauruses/Chauri]] [[UpToEleven on steroids]], with attacks that deal poison and radiation damage.˛*** Gulpers: Fast, salamander-esque amphibians, considerably larger but similar to the Geckos from ''VideoGame/Fallout2'' and ''VideoGame/FalloutNewVegas''. ˛** Mister Frothy from ''Nuka-World''. They look just like Mister Handies with Nuka-Cola paint, but they fire powerful explosive squirt guns similar to the modified [[LethalJokeItem Thirst Zapper]]. Their Nuka-Cola misters also dole put a metric fuckton of pain, not only hurting you but also adding radiation damage to make sure it hurt.˛** Nukatrons, protectrons armed with weaponized Nuka-Cola Quantum, easily the worst robot just below sentry bots and assaultrons. Their explosive projectiles deal massive damage even through maximum upgraded power armor and has surprisingly long range. Thankfully, they're only slightly tougher than your average protectron.˛** Cave Crickets, giant crickets who're as tough as Radscorpions and can run very fast. Not to mention they often come in packs.˛* DesignatedVillain: The Brotherhood of Steel. Many in the Commonwealth fear the Brotherhood to be an invading force, and the player character acting on their behalf can, although not at all mandatory, indeed extort food from settlements. They're also [[InformedAttribute known]] for FantasticRacism, and are unfriendly to outsiders. However, unlike the Institute, they're not hostile to civilians. Unless the Sole Survivor turns on them, they don't attack settlements, either. And they're never showing hostility to Ghouls either.˛* EarWorm:˛** The title song, ''It's All Over But The Crying,'' by The Ink Spots.˛** From the E3 trailer, we now have "Atom Bomb Baby" by The Five Stars.˛** Dion's "The Wanderer" from the likewise-named trailer.˛** Numerous "best hits" return in this installment, including [[VideoGame/Fallout3 "Civilization", "Butcher Pete", "A Wonderful Guy", and "Mighty Mighty Man"]]. Bonus points for "Butcher Pete" in this case, since this time they included the second half of the song this time around, which was strangely missing from ''3''.˛** [[ "Uraaaanium Fever!"]]˛** [[ Magnolia's songs]] are liked by the fandom for being original, setting-appropriate, and a delight to the ears. While they're all loved, "Baby, It's Just You" and "Man Enough" seem to be the biggest hits.˛*** "Train Train" will stay in your head for days.˛** "Orange Colored Sky", which was previously used for a ''VideoGame/FalloutNewVegas'' add gets included in this game and for good reason.˛** [[ Sixtyyyy! Minute Man!]]˛** [[ Worry! Worry! Worry! Woe is me!]]˛** [[ I love those dear hearts and gentle people who live in my home town...]]˛** [[ PERSONALITY!]]˛** "[[ Don't they know it's the end of the world? It ended when you said good-bye.]]" [[TearJerker You may need a hanky or two.]]˛** "[[ What if there was a place with all the zip of Nuka-Cola? Wouldn't it be the cheer, cheer, cheeriest place in all the world?]]" Counts InUniverse too as random raiders will occasionally complain about the song being stuck in their head.˛** "[[ Baby, quit raidin' my heart.]]"˛* EnsembleDarkhorse:˛** The Silver Shroud character seems to be getting a lot of love due to his LargeHam tendencies and being a parody of superheroes in the 40s and 50s such as ''ComicBook/TheSpirit'' or ''Radio/TheShadow''.˛** Magnolia, the singer at The Third Rail. Friendly, charismatic, a non-companion romance option... also helps that she's voiced by Creator/LyndaCarter and sings [[EarWorm catchy]] and original songs.˛** Despite one member not being well liked because he constantly gives you tedious quests, the Minutemen as a whole are the most well-liked faction, even though they're the least involved in the storyline, due to them introducing the settlement building mechanics in the game, having the most broadly altruistic goals of the four major factions, and proving quite capable despite their limited resources. Finally, completing their questline earns them and the player a cool headquarters at [[ Fort Independence]] and the very useful ability to call in artillery strikes.˛** "The Grenade Guy", an unnamed, unseen NPC mentioned by Raiders in idle dialogue at various locations. He's some kind of delusional Creator/MichaelWinslow-esque lunatic who escapes from encounters with Raiders by making sound effects, with his signature bit that earned him his nickname being to mime throwing grenades at enemies, complete with sound effects of pulling the pin and the grenade exploding. It turns out that this is CrazyEnoughToWork, since it confuses and disorients the Raiders enough for him to make his escape, which he does pretending he's on a motorcycle. Some players are actually dismayed that the Grenade Guy does not actually exist in-game, because they'd like to meet him.˛** KL-E-0, the assaultron shopkeeper in Goodneighbor, is surprisingly popular. She has a brief conversation with you, and other than that she acts like any other merchant. But the sheer levels of personality have won her quite a few fans. Some would even like to ''[[RoboSexual romance]]'' her.˛** The Atom Cats greaser gang have some love among the fandom due to their specialization in power armor and being one of the friendlier factions in the game aside from the Minutemen.˛** Pickman, a SerialKiller encountered during a minor side quest given by Hancock, has a significant fan following - likely thanks his polished, handsome outward appearance and oddly charming demeanor. The fact that he ''only'' seems to prey on [[VillainByDefault Raiders]] makes him more of a far more sympathetic SerialKillerKiller.˛** Erickson from ''Far Harbor''. Being another nice, intelligent Super Mutant that you can reason with ala Marcus and Fawkes is probably one of the key things why many like him, with some wishing that he was a companion.˛** N.I.R.A. from ''Nuka-World'' for unexpectedly having a SplitPersonality between being a cheerful robotic tour guide to a foul-mouthed, violent, and rude insane robotic raider. Some wish she was more involved with the story.˛** Also from ''Nuka-World'': [=RedEye=], the DJ of Raider Radio, is well-liked for being a LaughablyEvil LargeHam who's voiced by none other than Music/AndrewWK, in spite of being TheVoice.˛** Fahrenheit, Hancock's bodyguard in Goodneighbor, has no small shortage of fans due to her tough, no-nonsense demeanor and tomboyish design. There are even mods that allow her to be a romance option as well as a companion.˛* EvilIsCool: The Institute has already generated a large number of fans with its RayGunGothic utopianism and PragmaticVillainy.˛* EvilIsSexy: Mags Black, the leader of the ''Nuka-World'' raider group the Operators, won a lot of fans from her first appearance in the trailer, sporting an unusually high-class look for a raider, and a smooth voice. A lot of players wished she could have been a companion. Doesn't hurt that her [[Creator/LauraPost voice actress]] is the English voice of [[WebComic/OnePunchMan Fubuki]].˛* FanPreferredCouple: There are plenty of options for the Sole Survivor to choose from regardless of sex. For the female companions, it's Piper and Cait, and Paladin Danse and Hancock are the preferred male companion choices. Nick Valentine and Deacon are also very popular choices, despite not being romance options in-game.˛** There's also a variety of non-companion {{Non Player Character}}s that fans feel ''should've'' been companions/romance options, like Fahrenheit and [[{{Robosexual}} KL-E-0.]]˛** Curie's accent and adorable naivety - not to mention her tendency of geeking out about any scientific wonders, also makes her a popular choice. ˛* FanficFuel: The Eastern Brotherhood of Steel reverting to a "traditional" mindset, plus a lack of concrete details about the current goings-on in DC, leaves plenty of potential on the fate of the Lone Wanderer and the Capital Wasteland as a whole.˛** Nick Valentine, a seasoned HardBoiledDetective and Generation 2 Institute Synth, who's made many friends and enemies across the Commonwealth.˛** Deacon's ''extremely'' ambiguous identity, coupled with his intense amount of [[ConsummateLiar consummate lying]] about his past leave a ''lot'' of open interpretation about how many adventures he's had.˛* FashionVictimVillain: The Pack in ''Nuka-World''. They dress themselves in remnants of old animal costumes that they found in the park combined with pastel body paints. Of all the raider factions there, they're by far the hardest to take seriously.˛* GameBreaker: [[GameBreaker/{{Fallout}} Check the page]].˛* GoddamnedBats:˛** Landmines return and are just as annoying as they were in ''Fallout 3''.˛*** They're arguably worse now. They beep much faster than in ''Fallout 3'', and they're harder to see, making it more likely that players will panic and fail to disarm them in time once they countdown begins.˛** Mole rats, radroaches, and baby mirelurks are now very annoying to deal with since in addition to their normal damage, they also cause radiation damage which lowers maximum health. Thanks to the dodgy aiming, you'll be relying on VATS to deal with them, which gets old fast. Mole rats also burrow constantly, and baby Mirelurks never drop any loot.˛** Similarly, Feral Ghouls have also been beefed up this time to make for even bigger nuisances. Like with the above they can also deal rad damage, move at a lightning pace, like to flop and tumble around to throw you off your aim, and usually attack in large numbers.˛** Bloodbugs and Bloatflies fly around, making it annoying to get a hit on them. The former even causes InterfaceScrew ''and'' radiation poisoning by sucking your blood, then spitting it all at your face. Even worse, Bloodbugs actually have a good amount of health for something so flimsy-looking.˛** For min-maxers or those with OCD, the diseased Mole Rats of Vault 81 are considered this. These aren't hard to kill, it's just that if ''any'' of them manage to bite you (considering their speed, [[ZergRush numbers]] and ability to burrow/pop up anywhere, it's ''highly'' likely), they transmit the disease to you. Even worse? If they bite your companion, or any Protectrons you activated to help you, ''you also get the disease'' [[FridgeLogic for some reason or other]]. Although it has little to no impact in the long run, said disease is ''permanent'' (loss of 10 Maximum HP) unless you decide to make the immoral decision of using the cure on yourself and let Austin die. Hope you learned the art of SaveScumming when doing "Hole In The Wall"!˛** Gunners. This mercenary group are basically better-armed raiders. Though nothing special individually, their bases usually have an Assaultron or two, and as soon as you've hit one of their vaults, they start going after your settlements.˛** Raiders become this after you level up past 20. Even their high-ranking members and Power Armor-clad ones become mere thorns on your path and only serve to provide more loot for you to grab from their corpses due to them suffering TheWorfEffect by then.˛* GoodBadBugs:˛** Dogmeat can even fetch items that are in locked containers, a notable example is the Cryolator in the Master locked case you encounter in Vault 111. Even better is his "Item Duplication" -- a little tricky to pull off, but once you get the hang of it, you can easily max out your SPECIAL stats right off the bat, as well as receive unlimited supplies of otherwise rare items, such as fusion cores.˛** The infamous "infinite Ammo Bottle Cap" glitch can make it possible to obtain all the weapons and armor one wants from a vendor without having to pay a single cap.˛*** Sadly, this has since been patched. No more free Big Boys or Last Minutes.˛** Carried over from Skyrim, you can still order followers to pick up items even if they are already carrying way beyond their carry weight.˛** If you pull it off correctly, the aforementioned Hole in the Wall quest can result in both you ''and'' Austin getting cured. To do it, tell Dr. Forsythe that you're going to keep it for yourself. He'll ask you to change your mind, but before giving him a response, walk away from him and use the cure. Continuing the conversation from here will let you save Austin.˛** The settlement building mechanics are full of exploitable glitches that let you embed power conduits and wired inside walls, increase the size limit to infinity, stack objects on top of each other without affecting functionality, and more. However, these exploits just work to add more variety to the ways in which you can build structures and don't have much negative impact if you know what you're doing, so they can be quite helpful.˛** The perk that [=MacCready=] gives the player at maximum affinity (Killshot) is supposed to add 20% to V.A.T.S. headshot accuracy, but due to a bug fixed in 1.3, it maximized the accuracy to 95% instantly, making it easy to pull off headshots in V.A.T.S.˛** Anybody, not just the player, can enter a Power Armor suit, and the player will enjoy the benefits of the power armor helmet's mod. You can give Danse a Targeting Interface helmet and all your targets will glow a nice red (as will everybody else, the interface does not discriminate).˛** The Gatling Laser runs off Fusion Cores now, the same that Power Armors use. Each core supplies 500 shots, then it spits it out and feeds a new one from the player's reserve, and reloading midway through obviously spits the core back into the inventory with whatever charge is left (so blasting off 250 shots and reloading means a core with 50/100 charge will be put back in inventory). Pretty standard stuff. Unless the player has at least the first rank of the Nuclear Physicist perk and/or the Repair Bobblehead, which grants a 10% increase to fusion core lifespan, then stuff gets wonky. Unfortunately, nobody forgot to tell the Gatling Laser that fusion cores have more lifespan as a result, so it'll still chew up 500 shots, then spit out the core and feed a fresh one. The spent core goes back into the inventory, usually with 33% charge left (meaning the weapon used up 66% rather than 100%). This also has the added side effect of not decreasing the core count if in Power Armor (unless the core is near depletion and the armor needs to swap a new one in), and thus giving the impression of infinite ammo; rest assured, it is burning through cores, just not "depleting" them and thus decreasing the count. Have 35 or so cores at 100% charge, and decide to use the weapon? Be prepared to have: however many cores that the GL fired 500 shots through, each having about 33/100 charge, the fresh 100/100 cores that it will feed each reload, whatever cores are there if the weapon is reloaded partway through, etc. Its basically a weapon that absolutely discourages reloading partway through, lest you want an inventory overflowing with half used cores. In addition, due to it and Power Armor using the same "ammo", if the Power Armor feeds a new core while the GL is in use, the weapons ammo counter will go to zero and act like its empty, meaning it will have to be unequipped and re-equipped.˛** As mentioned below, Stimpaks play an animation of them being injected into you, interrupting combat. However, this animation will not play if you are underwater to the point where you have to swim, and instead, the sitmpak is consumed instantly. This seems situational, but several major quest areas are located near water that's deep enough to swim in- for instance, [[spoiler: The Castle]] is on a peninsula, and Spectacle Island, one of the largest settlement locations in the game, is... well, an island. Take this and the Aquaboy/Girl perk, which lets you breathe underwater and prevents you from taking rads while swimming, and you essentially have penalty-free healing.˛** If you romanced one of your companions, going to bed with them nearby results in you sleeping together and a buff called Lover's Embrace. There's been reports that sometimes instead of your lover, you wake up next to ''[[TeamPet Dogmeat]]''. The [[BestialityIsDepraved possibilities]] are hilariously disgusting.˛** Less a bug and more an oversight, you can (slowly) farm infinite EXP on a safe that you can lock pick, provided it's hooked up to a terminal you can use that can lock/unlock it. Step one, unlock the safe get the EXP. Step two, use the terminal to lock it again. Keep repeating until you have the experience points you desire. As a bonus, companions that like lockpicking (Piper and Deacon) can have their affinity leveled up by the same method.˛** There are small physics objects like tires and barrels that you can't put in your inventory, but can pick up and carry. Then there are large physics objects that you can't interact with such as wrecked cars, that only enemies such as deathclaws can move. However there is a bug with the physics that lets you punt around the bigger objects by pushing one smaller physics object into it with another small object. You can use this to nudge otherwise immovable objects into the bounds of settlements to scrap them.˛** The Plasma Thrower mod for plasma weapons turns the gun into a plasma flamethrower. As a fully-automatic weapon, it's supposed to use the Commando perk to determine damage bonuses and secondary effects, but before it was patched it instead looks at whether the gun has a pistol grip or a rifle stock instead and treats it as a pistol or rifle class weapon. Given the better secondary effects of Gunslinger (increased range with pistols) and Marksman (ignore part of the target's defense) compared to Commando's irrelevant increased accuracy while firing from the hip (the Plasma Thrower has a wide area of effect and no recoil, and thus doesn't gain any benefit), this just makes the weapon more powerful.˛** By quickly scrapping a weapon when you attempt to mod it, you can place the scrapped weapon's mod onto the next weapon in your inventory. This allows virtually any weapon mod to be equipped with any weapon, with the effects ranging from [[ quirky fun]] to [[ seriously overpowering]].˛** In ''Nuka-World'', if the player chooses to wipe out the raider gangs, the traders will be freed, and eventually remove their slave collars, along with the rest of their clothes.˛** Several of the Nuka-Cola machines in ''Nuka-World'' reset every time the player leaves the area, meaning a player can move back and forth out of the loading area for unlimited amounts of any basic Nuka-Cola variant, including the rare, powerful Quantum and Victory.˛** As mentioned on the "Funny" page, Hancock and Cait have an easily-exploited way to max their affinity - strip down and fast travel.˛** If the player completes all the Nuka-World content before ever meeting Preston Garvey, including raiding all the settlements and such, then completes '''When Freedom Calls''' Preston will instead of becoming hostile as he does when you do the Nuka-World content demand that you stop working with the Raiders and kill them just as he would when you just started it. This starts the '''Open Season''' quest, and once the player completes that, they can complete the Minutemen content and raise settlements as normal, allowing the player to complete all the content in a single playthrough easily enough.˛** If you have both ranks of the Penetrator perk, you can easily target the Fusion Core of a Securitron robot in VATS at any time, allowing you to score a swift OneHitKill as soon as you see it. Normally, the Fusion Core is only visible for a short time from the back after the Securitron overheats, making targeting it nearly impossible.˛* HilariousInHindsight: The infamous [[ "Shaun" glitch]] in ''VideoGame/HeavyRain'' becomes especially hilarious now that this game is out and the protagonist spends a big part of the game searching for their son, Shaun.˛** Made even more hilariously as a [[ mod]] now syncs that clip into your dialogue options.˛** Possibly a {{Good Bad Bug|s}} since you can potentially get quite a few BOS T-60 components out of the encounters without angering the Brotherhood in the process (so long as you don't join in).˛** Remember that ''WebComic/OnePunchMan'' parody with ''Fallout 4''? Well, ''Nuka-World'' introduces Mags Black. Why's that important? Well if you know who her [[Creator/LauraPost voice actor]] is, you'll know why.˛** Cait's resemblance to [[Franchise/MassEffect Female!Commander Shepard]] is pretty funny, now that her voice actor, Katy Townsend, plays a supporting role in ''VideoGame/MassEffectAndromeda''.˛** It's hilarious, in a darkly ironic way, that Nazi killer extraordinaire, [[VideoGame/Wolfenstein2009 B.J. Blazkowicz]] has the same voice actor as [[FantasticRacism Brotherhood of Steel]] Paladin Danse.˛** In ''Videogame/FalloutNewVegas'' one of Tabitha's Black Mountain Radio ramblings warn mutants about the dangerous "Battle Cattle" which is not only hammy but also funny in an InherentlyFunnyWords kind of way. In Fallout 4, one random encounter has synth infiltrator infiltrating your settlement... as a Brahmin.˛*** Adding to the humor of this is what happens rarely if said synth-Brahmin is provoked into attacking and (somehow) has an Institute laser weapon in their inventory - due to a modeling glitch, the weapon's discharge comes out of the rear of the Brahmin. Yes, you now have a [[NinjaPirateZombieRobot laser-farting two-headed robot cow]].˛* HeartwarmingInHindsight: One of Nick's passive dialogue quotes, now that the NintendoHard Survival Mode is in play:˛--> '''Nick''': You good to keep going? I don't sleep or eat or anything like that, but if ya need to, you do it. ˛* ItsHardSoItSucks: Rather infamously, a reviewer from ''IGN'' complained that this game is so damn hard he uninstalled it. This earned him a good amount of online ridicule, including people wondering if he's really cut out for the job.˛* ItsPopularNowItSucks: Many longtime fans miss the days when Fallout was more of a cult series, especially since Bethesda's choice to remove the skills and Karma systems were likely done to make the game more appealing to more casual players unfamiliar with previous installments.˛* ItsShortSoItSucks: The ''Automatron'' DLC adds the ability to mix and match your own robots with all sorts of possibilities, but the actual story content that goes along with it is pretty bare. Conservatively, it only takes around three hours to complete the associated missions and unlock the full range of crafting schematics.˛* ItsTheSameNowItSucks: Quite a few fans were not pleased to see that the Brotherhood of Steel ending is eerily similar to the ending of ''Fallout 3''; [[spoiler: Liberty Prime smashing through enemies to reach an enemy base while the player follows in his wake with a [=BoS=] squad.]]˛* ItWasHisSled: While the online community was generally great about not spoilering the plot twists of the main story, nobody was particularly secretive about the fact that Nick [[spoiler:Valentine is a synth]]. The game itself actually conceals this fact, and it can come as a (very awesome) surprise to a completely fresh player when he is rescued. Nick is one of the few synths incapable of passing, though.˛* JerkassWoobie: Cait is a downplayed version, in that it's the ''Jerkass'' part that's debatable; most of her more ruthless personality traits are due to being high on Psycho. [[spoiler:While she is quite suspicious of the Sole Survivor's motives in getting her approval early on (due to her rough life), she warms up to the player quite a bit]]. A straighter example is [[spoiler:Kellogg. When you go through his memories, we dare you not to feel a little sorry for the old bastard.]]˛* LesYay: Cait and Piper have this in spades, lending itself to the OneTrueThreesome interpretation of their relationship (in fact, if you've romanced both and switch from Cait to Piper as your active companion, Cait will even suggest a threesome).˛* MemeticMutation:˛** There are over a thousand names recorded for your PC. Yes, even names like "Fuckface". People had a field day with that one.˛** In a meta sense, Todd Howard saying "It just works" during the ''Fallout 4'' demo has spawned several memes regarding him lying through his teeth yet again, considering what [[ObviousBeta previous Bethesda Game Studios games were infamous for]].˛** There is an unwritten meme that seems to be carried over from New Vegas. Every time a person says "X, X never changes", another person will respond with: "But Y do, through the roads they walk."˛** The very mention of the Sole Survivor (both male and female) having an amazing butt has become this thanks to the trailers providing us with multiple gratuitous ass shots in form-fitting vault suits.[[note]] You might even say that they have [[Film/AvengersEndgame America's Ass!!]]. Fitting for Nate due to being frozen just like Steve Rogers [[/note]]˛** "HATE X", based on a conversation with Piper where you have the options "Hate Newspapers" and "Love Them", is used to make fun of the way the new dialogue system shortens choices to a few words.˛** Due to the fact the Sole Survivor's son tend to be ignored completely by the players, many have said that Dogmeat makes a better son than Shaun˛** Due to the face sculpting feature being ''very'' precise and varied, many people have made the player resemble known celebrities in real life.˛*** Extends even to fictional characters, such as [[ this completely accurate interpretation]] (with some intensive code meddling) of [[Webcomic/OnePunchMan Saitama]].˛** Many, many jokes have been made about Paladin Danse looking like [[WesternAnimation/ToyStory Buzz Lightyear]] and/or sounding like Creator/GeorgeClooney. There's even [[ a mod on the Nexus]] to turn his power armour into a Buzz Lightyear replica, along with Preston Garvey as Woody.˛** "You know who would do/say ______? A synth!" took off thanks to various wastelanders accusing others of being a synth due to often highly dubious reasons.˛** You can make your character wear a variety of fedoras and trilby hats, some of which can actually increase your charisma and thus, help you with romancing the ladies. Given the fact that [[ in real life, these hats are mostly the object of mockery]], some fans are having a ball with that.˛** Everything Preston Garvey says seems to be becoming a meme. Usually three types:˛---> 1) "I've heard of a settlement in danger..." (or some other variation of his sidequest-giving lines).\˛2) "At least it's not raining."\˛3) "Babe."˛** Preston in general has become this, for just how unrelenting his drive to cram missions into your quest log is. He is seen as such an annoyance that player's find many amusing and creative ways to imprison or exile him in an effort to escape his ceaseless barrage of timed quests. While a patch later fixed Preston's incessant quest giving, the poor guy is never going to live it down.˛** Nick Valentine: part time detective, full time savage. Named for his incredibly snarky responses every time he's insulted. ˛** The sheer amount of characters being voiced by Brandon Keener has lead to the expression "[[MassEffect Garrus]] is everywhere".˛** One comment on Website/YouTube for the ''Far Harbor'' trailer once described the DLC as "FAH HAHBAH". Yes, it's supposed to be in an accent.˛*** It doesn't hurt that the player character will pronounce it with the same accent, if you choose the "Sarcastic" option when reporting back to Ellie at the end. ˛--> '''Sole Survivor''': I have been declared king of FAH HAHBAH.˛** '''REPEAT, WILL YOU COMPLY?'''˛** In ''Nuka-World'', there's a location called Dry Rock's Gulch. Greeting you there is a Protectron called Sheriff Eagle. His line is pretty normal... then someone on the Website/YouTube comment section made it better.˛--> '''Sheriff Eagle:''' Howdy partners! Welcome to Dry Rock Gulch, where it's always high noon!˛--> '''[[VideoGame/{{Overwatch}} McCree]]:''' (Deep Breathing)˛** "Would you die for your fellow man, even if he was a synth?". Jokes about synths in general are pretty common, due to the large role they play in the game's plot.˛** The Vault-Tec representative saying "I'm gonna stop you right there", commonly used as either a reaction image or a snowclone. [[BeamMeUpScotty He never says this ingame, though.]]˛** Providing the options [[ButThouMust "YES", "NO (YES)", "SARCASTIC (YES)"]] when referring to the conversation system.˛* {{Moe}}: Curie, oh so much, especially with that gentle French accent of hers, soft-spoken demeanor, and generally {{Adorkable}} personality.˛* MostAnnoyingSound: The sound that plays every time the "Idiot Savant" perk triggers has been deemed so obnoxious by players that on day two after launch, a [[ mod]] was made to mute the "derp" sound, leaving only a {{rimshot}}.˛** With the crafting system making it much more important to pick up objects lying around, having your companions constantly chiding you for picking up "junk" gets annoying ''very'' fast.˛** The Fat Man's BombWhistle, if you are not the one firing it.˛** The BWOONG! sound every time Grim Reaper's Sprint triggers. Especially since it's abnormally loud.˛*** Download a mod sometime that lets you activate all your perks, and between Nerd Rage, Grim Reaper's Spirit, Idiot Savant and Fortune Finder, the amount of random noises you will hear during a three minute battle will make you lose your ever-loving mind.˛** The [=BoS=] squire you escort, whenever you take the [=BoS=] radiant quest "Leading by Example", for being incessantly chirpy out of combat. You can even lampshade it yourself after completing the quest by speaking to Kells, complaining about how annoying the squire is.˛** With the Automatron DLC, Ada whenever she's not your companion tends to jabber incessantly whenever the player is anywhere near her. Yes Ada, we know you've never lost anyone before, just like the LAST 50 times you said it.˛** It can also get tiring having to listen to the generic Settler [=NPCs=] that populate your settlements gripe about food/water shortages or limited number of beds, even when all three are plentiful in the area. They might even say "I'm just so hungry... all the time!", even when there's a perfectly good crop waiting to be harvested just behind them.˛** Radio Freedom. Even if you installed the patch that reduces the number of radiant quests spawned by the station, the constant violin/fiddle music is guaranteed to make you sick of the whole station after listening to it for 10 minutes straight.˛** When the USS Constitution is within visual range, your companion will remark on it. Wouldn't be bad at all, exept there's a bug that makes them repeat it over, and over, and over, AND OVER. Even Curie's otherwise {{Adorkable}} naivety will wear on you after hearing "The boat. It is on the building. That is the USS Constitution. Mon dieu." for the 500th time. ˛** Raiders in ''Nuka-World'' have a very limited range of generic quotes, leading to a major case of WelcomeToCorneria.˛** "What I wouldn't give for a gun, right now! What I wouldn't give for a gun, right now! What I wouldn't give for a gun, right now! What I wouldn't give for a gun, right now!"˛** The Nukatrons from the ''Nuka-World'' add-on have a small TV screen on them that endlessly plays the "Park Safety Rules" video over and over. If you've decided to make a whole bunch of Automatron companions with Nukatron torsos (which are very cheap to make compared to other models), you'd better get used to Cappy and Bottle's voices, because you're going to be hearing them ''a lot''.˛** There's also the S. Boston Military Checkpoint, which has loudspeakers that play an old Pre-War broadcast on loop for all eternity. Even the characters in the game are annoyed by it.˛* SugarWiki/MostWonderfulSound: Many sounds associated with the [[PoweredArmor Power Armor]]. Most notably, the resounding '''[[ShockwaveStomp THUD]]''' that happens from landing from a high enough drop. Even getting hit from small arms sounds satisfying, with an ineffectual '''CLUNG''' as the bullet bounces off the armor plate.˛** Also, the drumroll when you level up. Nothing's more satisfying then knowing that you are getting stronger.˛* {{Narm}}:˛** Despite being set up as a serious personal antagonist to the player, the fact that Kellogg shares his name with a brand of cereal means that cereal jokes were inevitable, including a mod that [[ literally reskins him into a box of corn flakes]].˛** One moment specific for Spanish players happens while searching for Kellogg. You find a dying Assaultron that utters the phrase "I can't feel my legs". The sentence itself, and the way the Assaultron pronounces it, are very reminiscent of an old comedy sketch, very popular in Spain, that parodied ''Franchise/{{Rambo}}'' (although the sketch was a particular case of BeamMeUpScotty, since the ''actual'' sentence Rambo said in the films was "I can't find your fuckin' legs").˛** Can be forced by the player by making their face absolutely ridiculous, which will result in [[spoiler: Shaun appearing equally ridiculous]] and ruin the seriousness of the scene. ˛** Idiot Savant can be triggered by the experience gain from quest completion. It also triggers before the "quest complete" information shows up on the screen. Potentially powerful moments can, without warning, be interrupted by the guffawing that comes with Idiot Savant activating.˛* NauseaFuel:˛** The Robobrain research and production facility. For anyone with a weak stomach, this place will not be fun to explore.˛** The Fun House in ''Nuka-World'' Kiddie Kingdom ''definitely'' counts for those of us with motion sickness. The game even [[LampshadeHanging lampshades]] it with a sign asking visitors to the attraction not to vomit on it.˛* OneTrueThreesome: The Sole Survivor, Piper, and Cait have gotten a lot of support. Not just because GirlOnGirlIsHot but also because Cait and Piper actually appear to be friends despite their vast differences. Likewise, Cait actively tries to get Piper into a threesome with the Sole Survivor well ''before'' any romance begins.˛* ParanoiaFuel: It is entirely possible for Institute synths to sneak into your settlements and wreak havoc. After it happens the first or second time, you may find yourself compelled to check every settler in VATS for an unusually high level of energy resistance.˛* PlayerPunch:˛** The game is not kind to characters from ''Fallout 3''.˛*** Do you remember those Children of Atom guys? How nice they were despite their CloudCuckoolander tendencies? Now they've become hostile to everyone and your only choice when encountering them is to either flee or KillThemAll. Have fun!˛*** You know how you spent the last third of the game helping the Brotherhood of Steel, led by [[BigGood Elder Lyons]], save the Wasteland from [[ANaziByAnyOtherName the Enclave]]? ''Fallout 4'' [=BoS=] is now also actively subjugating settlements into their new nation.˛*** Owyn Lyons is dead, [[spoiler:and so is Sarah.]]˛** If you join the Railroad, you will have to infiltrate the Cambridge Police Station as one of the ending quests. One of the people you have to kill is [[spoiler: [[NiceGirl Scribe Haylen]], the friendly girl who was nice to you when you met with her, and was against Danse's execution.]] [[ButThouMust And there's no way to continue the quest without killing her]], since you MUST clear out all the hostiles.˛** There's also another one for the Railroad. Liam Binet's [[spoiler:suicide note. By blowing up the Institute, you killed his family and pretty much all who cared for him, and he calls you an {{ungrateful bastard}} for repaying him like this after he helped the Railroad free the Synths.]]˛** The ending of ''Far Harbor'' can have this effect, especially if you decide to go for the option to try to appease all three factions.˛** Joining up with the raiders in ''Nuka-World'' will cause Preston Garvey to deliver a massive WhatTheHellHero and threaten to kill you if you keep working with them. Like him or not, it stings to hear a character who's normally among the friendliest in the game get so angry at you. Unless it gets patched, there's no way to complete the questline for the raiders (and therefore the main questline for the DLC) without making Garvey and the Minutemen permanently hostile... unless you do all the Nuka-World content before you ever meet Preston, in which case it's relatively simple.˛* PortingDisaster: In shades: the European's PC version was programmed with a QWERTY keyboard in mind so for, example, walking forward while in the building interface is impossible. Modding the game requires to go into the game files and changing them first, the game being programmed with console in mind makes interacting with the Pip-Boy menus difficult and changing the controls is tedious or impossible (for example, changing the pick-up/interact key to a new one makes only the pick-up key change).˛** When the ''Far Harbor'' DLC first released, the framerate for the [=PS4=] version was [[ shaky as hell]] due to the fog effects. That said, [[ Bethesda released a new version]] with lighter fog.˛* ReplacementScrappy: Regardless of people's opinions about Travis whether he's nervous or confident, almost no one really likes his replacement on Diamond City Radio if you kill him [[spoiler:Sheng Kawolski]] due to his self-advertised comments about his water business and no longer reporting on current events.˛* RescuedFromTheScrappyHeap: Mayor [=MacCready=] was infamous as one of the most aggravating characters in ''Fallout 3'', epitomizing everything bad about annoying kids in video games. His adult version is generally seen as more likable due to being OlderAndWiser (though this hasn't stopped players from taking vengeance for making them suffer throughout Little Lamplight).˛* RonTheDeathEater: As was the case with Skyrim's civil war storyline, lines are already being drawn in the sand with people picking their favorite faction and demonizing the others. The exception is the Minutemen, who get off relatively unscathed from these debates (it probably helps that the Railroad, Institute, and Brotherhood can ally with them in some capacity, and the Brotherhood and Institute will never attack them until the player is an enemy of the Institute or Brotherhood)˛* TheScrappy:˛** Good luck finding anyone who likes Marcy Long, Sanctuary's resident bag of complaints ''and'' an UngratefulBastard who complains after you rescue Preston's group. All her dialogue consists of either whining, or acting like an abrasive jackass, leading many to want to either kill her or exile her from Sanctuary. [[spoiler: Lest you blame it on post-traumatic stress disorder, you can find the Longs' old store in Quincy; an entry on Jun's terminal reveals she was like this even before they were forced to flee and lost their son.]]˛*** With the ''Nuka-World'' update patch (AKA Patch 1.7 (or Patch 1.0.9 for Playstation 4 players)), included in the patch notes is this fix: Jun and Marcy Long are no longer essential after completing "Sanctuary". Meaning that those who dislike Marcy [[AndThereWasMuchRejoicing can finally put her in what many deem to be her rightful place - the grave.]]˛*** As a final bit of evidence to how little she's liked, ''nobody'' will attack you if you just walk up and shoot her.˛** Preston Garvey himself is this to a fair share of the fandom, since he constantly gives ''timed'' radiant quests (rescue kidnapped settler, clear out new settlement, clear out ghouls/muties/raiders) and will immediately provide new ones upon completion (even as you're trying to turn in the old quests or talk about story-related ones), which wears its welcome out ''very'' quickly. You can avoid this by not talking to him and exiling him to a far away settlement (radiant quests that you've finished but not turned in will eventually "expire" and be flagged as complete), but that means every time you go to that settlement you're at risk of being bombarded with more quests. It doesn't help that many find his personality bland because he's way too much of a NiceGuy.˛*** If the character has the Intimidation perk prior it is possible to get through the Museum of Freedom with minimal bloodshed, right until you reach the door Preston and his group are hiding behind. Preston will refuse to open this door until all the raiders are killed, basically forcing you to go back and murder the raiders that have just surrendered to you. In context the game engine and scripting cannot handle the situation otherwise, but in character it does make him come across as a bit of a ruthless dick.˛*** This was somewhat mitigated in a patch, since he now gives out quests far less often and they complete automatically after a certain period of time. For those that ''really'' want to do Minutemen quests though, tune in to Radio Freedom and they'll occasionally put out a request that [[PlayerCharacter someone]] go help a settlement that's in trouble.˛** Dogmeat can also be this, what with his tendency to run through your line of fire, getting in your way, and trigger traps.˛** Although it's not really his fault, a lot of players feel a serious urge to bash Drummer Boy's skull in every time they fast-travel to Railroad HQ, only for the guy to immediately run up to them and announce that Desdemona / Tinker Tom / Doc Carrington / P.A.M. need an errand boy for yet another repetitive radiant quest - again. It's telling that many who side against the Railroad make a beeline for Drummer Boy before they turn their attention to the much heavier armed members shooting at them the whole time.˛** Bobbi No-Nose isn't exactly well-liked, since she refuses to tell you anything about the job she's hired you for, the quest tied to said job is a tedious slog, and [[spoiler:she's conning you into stealing from Hancock, one of the most popular companions in the game]] without providing any sympathetic motivation on her part. Thankfully, some catharsis can be extracted [[spoiler:from being given the chance to kill her at the end of the quest]].˛** Jezebel from ''Automatron'' exists for two reasons. Plot-wise, she gives the player insight into why Robobrains are hostile to humans. Mostly, though, she's there to be a total asshole whose primary directives are rudeness and uselessness, since she can't serve as a companion and can't be put to work on many settlement duties. Thankfully, she is not and never was essential, so the Sole Survivor can terminate her sorry ass as soon as she's gotten a new body (and if you do so in front of Codsworth after she insults him, [[AndThereWasMuchRejoicing you'll earn his approval]]).˛* ScrappyMechanic:˛** Everyone hates the new dialogue system, and [[ Todd Howard even admitted in a post-release interview that the system had problems]]. The dialogue wheel only has four options on it which give shorthand descriptions of the full lines that will be said for them, disallowing players the direct choice of what specifically to say. The "SARCASTIC" option in particular can range from "light-hearted friendly quip" to "scathing personal insult". Also, there will ''always'' be four choices, and much of the time at least two of the responses amount to basically saying the same thing in a different way. There's also no skill or stat checks in dialogue like in past games, only Persuasion via Charisma, so your ability to influence dialogue is lessened.˛** Stimpaks work like Hardcore Mode in ''New Vegas'', healing over time instead of all at one, and there's an animation that plays of the Sole Survivor injecting the Stimpak before it takes effect. Additionally, Stimpaks heal based on a percentage of your HP instead of a flat amount, and it takes until Level 49 to acquire the perk that makes them heal 100%. This makes Stimpacks seem comparatively useless against numerous crafted food items that heal fixed amounts of damage and take effect instantly, and can offer stat boosts too.˛** Interacting with followers is very clunky. You first need to face them and press the Talk button to initiate conversation, and then you can either point them towards an item to interact with it, or approach them to open the menu for dialogue and trading. This means it's impossible to issue effective orders in the heat of combat, and you need to track them down if they stray from you. Dogmeat in particular tends to wander off while players are trying to initiate dialogue, and will sometimes run away when approached, forcing players to chase him down.˛** Armor and clothes work differently from previous games. It's now possible to wear normal clothes under armor, but some outfits count as clothes ''and'' armor. It's not always immediately apparent which is which, causing you to automatically unequip all your armor if you try on an item that counts as both. To make things even more confusing, some outfits do leave body parts available for wearing armor, but only certain body parts, like dresses allowing you to wear them with arm armor but not leg armor. Additionally, plain clothes can be upgraded with ballistic weave to boost their defensive boosts, but the player has to do radiant quests for the Railroad to unlock this feature and it can only be done to certain types of clothes, with little rhyme or reason why. This means that one outfit that amounts to a plain shirt and pants can be upgraded to be as durable as power armor and then have armor worn over it for more defense, with another outfit with an identical appearance cannot be upgraded or worn with armor at all.˛** Unless you do enough damage to kill them before they fall to 50% HP, Legendary enemies will mutate when they get to that point, causing them to fully heal and get a stat boost. Legendary enemies also tend to spawn randomly and be among the highest level of the enemy encounter, making them a BossInMooksClothing. Oh, and watch out for Legendary robots in particular -- all Legendary robots explode like a mini-nuke when they die, damaging you heavily, disorienting you, and probably blowing their remains away so you have to hunt them down to loot them.˛** Holotapes, skill books, and notes are all stored in the Misc tab now, making navigating the tab a ''real'' pain as you scroll through it to find a specific holotape or note you just picked up. Keys are also under the Misc tab, unlike ''Fallout 3'' and ''New Vegas'' where they were just added to a keyring, so the tab is cluttered up even more. And unfortunately there's no option to sort the Misc tab by the order you found things in either, so if you can't remember the name of a specific holotape or note you just got and need to read/listen to, good luck!˛** Equipment pieces will be renamed to reflect any mods they have on them. This means that some heavily modded weapons and armor can have names so lengthy that they don't fit on the menu screens, which can make it difficult to tell exactly what type of item they are, and if they have a Legendary effect or not, since the star denoting that is at the end of the name.˛** Workbenches only share inventories if linked via a supply route, and they only share their Junk items for crafting. This not only means that you need to take the Local Leader perk to be able to share crafting supplies between settlements, but if you want to exchange other items between settlements, like weapons and ammo, you need to haul them between locations yourself.˛** Companion affinity can be very frustrating, especially for the three "evil" companions (Cait, Strong, and X6-88). They will dislike it when the player takes the good option for dialogue and quests, and may dislike accepting certain quests at all. Strong in particular dislikes it when you try to lockpick things, punishing the player for doing something that is a requirement in pretty much every single location in the game. This also means it's far easier and preferable to just cheese the system by figuring out what they like and doing it over and over to max out their affinity so you can get their companion perk and be done with the whole mess.˛** [=NPCs=] can and will hop into any suit of empty suit of power armor available if they get into a fight. If this happens to settlers, it's mostly no problem, you can tell them to get out of it after -- if an ''enemy'' does it, you have to fight them wearing your power armor. And to add insult to injury, when an NPC dies in power armor, you can't loot the frame from them, just the individual pieces. This means that fighting an enemy force with an empty suit of power armor nearby becomes a race to kill them before they can get inside so you can use it yourself. And heaven help you if one of your settlements is attacked and the enemy finds your warehouse of spare power armor suits, because if you left Fusion Cores in them, they ''will'' hijack them, use them against you, and you're not getting those frames back when you kill them.˛** Settlement building is very annoying with its inconsistencies on how different pieces of walls, floors, and roofs snap together. You'll often find yourself in a position where Wall A cannot be placed on Floor A because Roof A is in the way, but if you remove Roof A and then place Wall A, Roof A can be placed back into its original position no problem. It will also frequently pop up that an item cannot be placed where you want it to go because the game doesn't think it will fit there, even though a player looking at things can tell there's plenty of room. And if there's multiple snapping points for a tile in view, you'll find yourself fiddling with the camera angle and rotation of the item to make it snap to the place you want. Collision is wonky for both object and settlers, causing things placed on tables to fall right through and your settlers to struggle navigating their through very basic building layouts.˛** The Minutemen radiant quests are incredibly frustrating for a number of reasons. To start, they're always timed, with almost no indication how long you have to complete it (it at least gives fair warning when you're close). They are started automatically whenever you talk to Preston Garvey or listen to Radio Freedom, and Garvey will almost always make sure you have three cued up. Finally, the only way to actually get rid of them is to have three completed but not turned in and wait for the timer to run out, which will cause them to automatically succeed. Then you just have to never talk to Preston or listen to Radio Freedom again. A patch thankfully toned down the frequency with which these quests are given.˛*** Similar to them are the settlement defense quests, when you're told your settlement is being attacked and you need to go defend it. You're only made aware of the attack by a tiny notification in the corner of the screen, which can easily be missed (especially if it pops up after fast-traveling, when it can be lost in a sea of radio station availability messages and other quest update messages). Like the Minutement quests, they are timed, and if you fail to show up to defend the settlement within the time period, the mission fails and your settlement will be damaged and possibly some people dead. Prior to a patch, player presence was required for the defense to succeed, regardless of how well you built up the defenses or how weak the attacking force was, which made turrets almost useless. For that matter, if you do have turrets, they're not FriendlyFireProof to you or your settlers, so think twice about building that missile launcher turret.˛*** Acquiring settlements is more work than it ought to be. Some of them have specific quests you can complete to earn their allegiance, but many others are received by doing one of the Minutemen radiant quests for them, and of course the radiant quests are chosen at random, so if you want to get that settlement on your side, you basically need to keep getting and completing the Minutemen quests until they send you to the right place. And if you don't want to work with the Minutemen, you're plain out of luck.˛** Fake loading on PC. Regardless of how powerful your computer is, the game will take an average of 15 seconds to load when transitioning from one area to another. ''However'', through certain tools, it's been discovered that the game doesn't actually need to spend such a long time loading these areas, with most of the time on the loading screen not serving any point but to pad out the loading screen. It's also been discovered that if you either skip or forcibly end the loading screen, the area finishes loading in as little as three seconds. In other words, the loading time is influenced by the frame-rate. Speeding the framerate past 60 will boost loading screen in cost of broken physics and skipping dialogue. In reverse, limiting the framerate lower than 60 will extend the loading screen.˛** A carryover from earlier games, tutorial messages will appear to explain how to perform new actions the first time you encounter them, such as when picking your first lock. These messages will reset each new game you start, can't be disabled in the options menu and pause the game until you click them away. Normally this would just be annoying, but the [[CriticalAnnoyance low health warning]] interrupting the timing and flow of combat can throw a player off just enough to get them killed.˛** With Survival Mode's update, there are many factors that make the game [[NintendoHard more difficult]]. Among the changes to Survival mode, the two most controversial were the disabling of saving manually -- replacing it with using beds as a SavePoint -- and the disabling of Fast Travel. Due to how buggy the game can be, many critics of the system claim that it's less about being a challenge and more of finding a bed to make sure one doesn't lose their progress.˛** The game has reduced the limit of companions to '''one''' slot, whereas previous games had two: one for humanoid companions and another for animal (and/or robots, as is the case in ''New Vegas'') companions. Considering that there are ''many'' NintendoHard areas in this game (especially in the add-ons), and companions can quickly use up whatever ammunition you give to them, this makes navigating through the game's world more of a challenge than it needs to be. What's particularly confusing is that it ''was'' going to be like past games where you could have a normal companion alongside Dogmeat, but for whatever reason it was DummiedOut.˛** The animations that play when you ready some weapons are pretty neat, until you get ambushed suddenly and your character still insists on wasting precious seconds by dramatically, pointlessly working the action or spinning the cylinder of their gun.˛** Under the new SPECIAL and Perk system, the player needs Perks to be able to pick locks, hack terminals, and craft better items; and the level requirement for the higher ranks can be steep. This means that to be able to get past higher-level locks and terminals, you need to be Level 18 to get Master-level lockpicking and Level 21 for Master-level, and you need to be around Level 40 to take the Perks needed to craft the highest tiers of weapons and armor modifications. This is not only a contrast to ''Fallout 3'' and ''New Vegas'' where if you really wanted or needed a higher skill level, you could just level up once or twice and dump all your skill points into one area, but it also means that you'll be spending perk points on the lower tiers of these Perks just so you can unlock the higher-tier ones.˛* ScrappyWeapon: ˛** One would think the Broadsider would be an epic overpowered weapon, being a smooth-bore naval cannon modified to be portable and fired by hand. It isn't. It's heavy, short ranged, inaccurate as hell and does less damage than a conventional missile launcher or gauss rifle. Which is basically what regular Cannons are on their own, which is a given, and is supposed to be more of a volley type of weapon than a practical singular one. [[AwesomeButImpractical Still, at least it has novelty value...]]˛** The Cryolator is also this. On paper it sounds like an awesome weapon; it shows freezing ammunition, can be upgraded to fire ice pellets for enhanced damage and can be acquired early in the game provided enough investment is made in the Lockpicking skill. In practice, ammo for it is nonexistent and it chews through it like crazy (as in, it spawns almost nowhere in the game, not in loot containers, not on dead bodies, nowhere) and only Arturo in Diamond City sells any, usually around 151 shots. Those 151 shots will cost about 2200 caps, making this weapon expensive to fire and pointless to scavenge ammo for.˛** For gun-savvy fans, the "assault rifle" is loathed for the simple fact it looks nothing like an assault rifle and looks much more like a machine gun. This was the intent apparently, the assets for the weapon and its concept art refer to it as a machine gun, and an unfinished model of an assault rifle as seen in ''Fallout 3'' and ''New Vegas'' is in the game engine, but for some reason the developers left the assault rifle unfinished and slapped the name on a weapon with a totally different aesthetic.˛* SidetrackedByTheGoldSaucer: ˛** You will likely end up spending dozens of hours building your settlements and filling them with decorations and things for your settlers to enjoy. It's a testament to how much this is enjoyed that some of the most popular mods for the game are ones that add more settlement objects to build, expand settler functionality, or make more locations in the game into settlements. You'll also probably find yourself going out to explore just for the sake of finding more scrap to build with.˛** The ''Nuka-World'' DLC includes an arcade packed with mini-games. Who has time to order your Raider tribes around and take over the park when there are high scores to be set in skee-ball and Whack-A-Commie?˛* {{Squick}}: You can romance some third-generation Synths - [[spoiler: Paladin Danse, Magnolia and Curie]] - but this results due to the fact that [[spoiler: all such Synths' biological components are based on recombined genetics from your son. See, also SurpriseIncest on the Companions page]]˛** The Bloodworms from the ''Nuka-World'' add-on are among the most disgusting creatures in the game. After you see them emerge--no, ''explode''--from the bodies of comatose (yet still pulsating) Brahmin in a huge bloody mess for the first time, you'll never want to see another one again.˛* StrawmanHasAPoint: Played with. On one hand, the mayor of Diamond City kicking out Piper seems fairly justified as she accused him of being a Synth without evidence. In the same city there is an incredible paranoia about Synths replacing people to the point where you can see someone accuse his brother of being a Synth and being shot by security before he could kill him, which [[NiceJobBreakingItHero might have been caused by Piper's fear mongering]], so her baseless accusation puts his life at risk. [[spoiler:On the other hand, he ''is'' a Synth of the Institute so she was right all along. Still, he is technically right about Piper's fear mongering.]] There is also his refusal to let ghouls live inside Diamond City. Bobbi No-Nose tells you that he only put the law in place after someone went feral and killed some people, so it seems like a fairly understandable (if cruel and generalizing) solution. However, Bobbi immediately points out that normal humans snap and start killing all the time in the Wasteland. And, well, she's right. [[spoiler:Subverted later, since it turns out the Institute told the mayor to kick out the ghouls so the city wouldn't have anyone with pre-war knowledge living in it and his reason was just an excuse.]]˛* TakeThatScrappy:˛** Zig-Zagged for the majority of fans who were annoyed with Owyn Lyons abandoning the original tenets of the Brotherhood of Steel, which bit them. The fact that his successor is a racist noble bigot who's a Scrappy in his own right made it a BeCarefulWhatYouWishFor moment. [[spoiler: Thankfully, getting a chance to blow up the Prydwen and show the Brotherhood of Steel not to underestimate Wastelanders or those who love Synths, freedom, ghouls, or some combination thereof is one way to satisfy that rage.]]˛** The trailer for the Wasteland Workshop DLC has Preston Garvey being forced to fight a Deathclaw for the player's amusement. Granted, he's at least equipped with Power Armor and he wins in the end.˛** A significant number of posted videos show [[UngratefulBastard the always whining Marcy Long]] being killed off in creative ways by the Wasteland Workshop arena fights.˛** The only purpose of the pillory is to invoke this on whoever you feel appropriate. ˛* TastesLikeDiabetes: In contrast to how children are usually received in the series, the kids in Vault 81 are this and genuinely seem to be among the nicest people in the Commonwealth. [[TropesAreTools It's not considered a bad thing]]. [[spoiler: This also makes Austin more sympathetic and players more willing to save him.]]˛* ThatOneAttack:˛** While Raiders/Gunners/Super Mutants carrying Fatmans and Missile Launchers are [[DemonicSpiders downright dangerous]], one must still take heed of those using the weaker non-heavy weapons if they're equipped with grenades or molotovs. A well-thrown one can severely damage you and cripple your limbs, if not killing you outright. Avoiding it can be rather tricky and usually tends to push you out into the open.˛** Enjoying the feeling of power that comes from mowing through hostiles with impunity from within a heavily upgraded suit of power armor? Better keep your finger on the quick Stimpak key, because when you run into someone firing armor-piercing rounds, all that heavy metal is suddenly useless.˛** There's a very good reason why one should bring PoweredArmor when facing a Deathclaw. If you're not wearing it, they have a potential OneHitKill where they NeckLift you before gutting you with their claws (if you're above 75% health, it's survivable and they'll slam you to the ground instead). If you have the armor, it makes them drop you since it's too thick for them to pierce. God help you if you happen to stumble upon its Chameleon variant, since if it sees you, it ''will'' cloak and then potentially perform its aforementioned OneHitKill move on you if you let it come within melee range.˛** Assaultrons are pretty bad, being [[LightningBruiser Lightning Bruisers]] that can punch you to death in just a few hits, but you'll be okay as long as you keep your distance... [[WaveMotionGun wait, why did its head start glowing?]] This attack is fatal if it does more than graze you for a second.˛** Any enemy attack that can poison you, which includes the stings from insect enemies and the vomit attack from Mirelurks. There is few things in the game that can resist poison, which means that even in a suit of power armor, poison will likely chew through your defenses at a rate where even healing items at higher difficulties can't heal in time.˛*** Of particular note are [[GiantEnemyCrab Mirelurk Queens]]. While most enemies with poison attacks have to be rather close to you, Mirelurk Queens can spray a highly damaging poisonous fluid which can kill you faster than your stimpacks can heal you, which not only gets sprayed absolutely everywhere, but the effect lingers on whatever it gets sprayed on. This makes the "Taking Independence" quest extremely difficult if you don't kill it quickly, because you'll be fighting one in relatively close quarters, with only the narrow entrances of the Castle's inner corridors for cover.˛* ThatOneBoss:˛** You will fight Kellogg ([[spoiler:the one who killed the Sole Survivor's spouse and took their child away]]) during the main quest. Thanks to [[spoiler:the Institute]], he [[spoiler:became a {{Cyborg}} that makes him a tough boss to fight.]] He is also equipped with a deadly revolver, grenades and a ''stealth boy'' (which he constantly uses). He is also [[FlunkyBoss assisted by three Synths]] during the fight. Furthermore, he starts the fight aware of you making stealth hits on him pretty much impossible. Adding icing on the cake of bad design, he is one of the few major bosses in the entire franchise that cannot be persuaded to lay down his arms, forcing you to fight him to continue the story. And finally, if you do talk to him, you are placed in the center of fire of all enemies, and all the enemies get a half second opportunity to draw their weapons before you do, almost making Kellogg a prime example of [[SchmuckBait Schmuck Bait]]. That said, there are multiple ways to cheese it.˛*** One, less than honorable way, to gain the advantage - avoiding his AI being aware of you, being able to take the first shot (from stealth), and avoiding the compromising position of being in the middle of the room, is to take advantage of the scripted scene when he walks out from behind the computers with his arms raised. As this portion of the encounter is based only on your character crossing a certain point in the hallway, and not from his AI actually detecting you, it will give you one free shot from stealth, before the combat begins.˛** The Mirelurk Queen. There's one in "Taking Indepedence" and a few others elsewhere, like Spectacle Island, or the Murkwater Construction Site. A GiantEnemyCrab to the extreme, she's at least 5x as big as a Mirelurk, moves quickly, has a shitload of health, deals an extreme amount of damage if she hits, spews damaging acid as a long-range attack, and constantly spawns [[GoddamnedBats Mirelurk Hatchlings]] all over the arena. Even with minutemen helping you and distracting her, she can easily take them out before focusing on you. She practically forces the player to hide indoors and take potshots at her with a convenient missile launcher and flamethrower.˛*** In ''Far Harbor'', you will fight a Legendary Mirelurk Queen as part of a quest. ˛** The Deathclaw in Concord is a divisive example, as even in your power armor with a minigun, you're likely to suffer your first deaths in the game fighting it. Many Fallout veterans found the fight too easy and complained. While others argued it was too difficult even with the InfinityPlusOneSword of both the above pieces of equipment.˛** Slag, the final boss of Saugus Ironworks. He starts the fight aware of you so you can't stealth him, charges into melee with a ''very'' powerful sword, and is wearing power armor. Combine this with a claustrophobic boss arena and several EliteMooks backing him up (one of which ''will'' have a flamer) and you have a nightmarish situation on your hands. It doesn't help that you can get this quest in the 10-15 range when characters into the 30s can have trouble with it, depending on how you move through the main questline. Your best bet is launching a Fat Man or clipping his fusion core and hoping the explosion kills or cripples everything but you and him... but this will most likely kill Jake Finch and the prisoner.˛** Sinjin, if you're trying to save [[spoiler:Kent]]. Not only does he have a pretty good amount of health, he comes with three strong raiders, starts the fight aware of you so no Stealth, and the ''very first thing'' he will try to do after his speech is to shoot [[spoiler:Kent]] in the head to instantly kill him. Unlike the above fights, it's impossible to use the Missile Launcher or Fat Man since the SplashDamage ''will destroy'' [[spoiler:Kent]]. Hope you have your criticals ready or a way to knock Sinjin down before he does the deed. And if Sinjin goes down first, Avery will ''also'' try to murder [[spoiler:Kent]]! You can scare the raiders off by dressing up and speaking as the Shroud (or a ''hard'' speech check), but that doesn't stop Sinjin from pulling the trigger. Alternatively, you can talk Sinjin into killing you first with an equally hard speech check, but then you have his entire gang to deal with.˛** Boomer, the Raider leader at Outpost Zimonja. He has a PoweredArmor which gives him a lot of health, uses a Stimpak to heal himself up should it drop low, ''and'' he comes with a Fat Man which can easily blow the player up. He's not the only one, mind, but his location near the safer areas of the map and lack of good cover make him worse than other examples.˛*** Similarly, Wire, the leader of the gang at the ship-based Libertalia, is not only armed with a Fat Man but is a ridiculously good shot with it. Add in the fact that he has a clear shot at you from a ridiculously long distance away, and you have to either sneak through the whole area until you reach him or try a hail-Mary shot with a sniper rifle. Thankfully, the Institute quest that makes you run through the area replaces him with Gabriel, the quest target.˛** While the Mechanist herself and the final Duelbot fought in the lair before the power fails, aren't much of a problem, the turret-bot sent out in the third wave can be a real pain. Unlike other robots [[FlunkyBoss it spams laser equipped eyebots]] to bust you out of cover, then shreds your hit points very fast with its Gatling lasers. You don't have any real cover to speak of, not that cover matters with the eyebots that can float above it to attack you. Attacking the turret-bot itself is a losing proposition since those Gatling lasers never need to reload while you do - and it can kill you while you are reloading.˛*** The final fight against the Mechanist can be avoided by taking an elevator near the beginning that takes you straight down to her command centre, but you have to pick up 3 [[GuideDangIt hard-to-find]] holotapes, and then backtrack through the dungeon since there's no shortcut back to the elevator.˛** Shipbreaker in ''Far Harbor'', as if 'normal' [[DemonicSpiders Fog Crawlers]] aren't bad enough. She is always a Legendary which means she will heal to full after losing half HP. ˛* ThatOneLevel˛** The Glowing Sea. Not only is it a ''highly'' irradiated nightmarish hellhole of a BleakLevel (without Power Armor, you take 10+ rads/sec), it's also ''filled'' with nasty creatures such as Deathclaws, Radscorpions (much stronger in this game), packs of Ghouls, high-level Bloodbugs and Bloatflies, and others. Worst of all, you need to venture deep in there for a storyline mission. When the player's level gets high enough, many of the enemies get upgraded, and if you return there then you'll be facing the very deadly Deathskull Radscorpion, Charred Feral Ghoul, Chameleon Deathclaw, Vampiric Bloodbug, and others.˛** The Revere Satellite Array is this for four reasons: The Super Mutants there tend to have a lot of health; the area around them is very open, giving them plenty of room to see you coming from their extremely high vantage points; there's a Mutant ''[[BossInMookClothing Overlord]]'' wielding a ''[[SplashDamage Missile]]'' ''[[OneHitKO Launcher]]'' at the highest vantage point, and you have to go through there and exterminate the mutants (or just get away before they can kill you after completing the goal there) to complete the Brotherhood of Steel quest The Lost Patrol[[note]]Scribe Faris' body is there, and you have to get his holotape to be able to go to the bunker up north to find Paladin Brandis[[/note]]. ˛** For min-maxers or those with OCD, Vault 81's underground lab section during the "Hole in the Wall" mission. It contains diseased Mole Rats that, if they hit the player ([[GameBreakingBug or anything allied such as followers/Protectrons]]), causes the player to get a disease that permanently lowers their max HP by 10. And considering the molerats' speed, {{Zerg Rush}}ing and ability to tunnel/pop up anywhere, it's ''extremely'' easy to catch it. The only way to remove it is to use the cure on yourself and let Austin die (which almost everyone will react very badly to), so if you choose to save Austin, ''you'll be stuck with that disease forever''.˛** The Quincy Ruins. This is the town Preston Garvey and his small band of survivors fled from, and he tells you about the Quincy Massacre. When you go there, you will be attacked by a large group of Gunners, including several named ones also wearing power armor. Additionally, there are multiple levels they attack from, including the freeway overpass above the town, which is what the Gunners used to slaughter the citizens of the town along with the few remaining Minutemen. They may also occasionally call in a vertibird for reinforcements.˛** The Massachusetts State House. You go in, expecting some normal raiders, ferals or Super Mutants since it's smack-dab in the middle of Boston. Not so much. Not only is the entire building one big battlefield between Raiders and Mirelurks, but as you try and make your way back out (there are several parts of the dungeon that restrict backtracking), you run into not only extremely high-level Mirelurks, but also a '''Mirelurk Queen''', (see ThatOneBoss above) something that you needed high-explosives, lots of cover, and possibly power armor to kill for the Minuteman quest at the Castle. You have NONE of that given to you in this fight. After that, you're still not done. You have to fight your way through the Raider defensive line, which is more likely than not manned by Raiders in their ''own'' power armor, as well as barricades manned by normal raiders and turrets. And this place is just a hop, skip, and jump away from Goodneighbor and Diamond City.˛** [[spoiler:Unlocking [=DiMA's=] memories]] in the ''Far Harbor'' DLC. It's an UnexpectedGameplayChange that turns the post-apocalyptic RPG into a giant puzzle game for five long levels where you have to [[EscortMission escort]] these little bug things to set locations and protect them from attack drones. It isn't too hard once you get the controls and mechanics down, but is absolutely tedious once you get past the first few easy levels. Special mention goes to the last level, where the goal is placed right at the start to taunt the player while requiring them to build bridges to several other platforms just to get the blocks they need to unlock the goal. On a first try this one section is likely to take hours unless the player has a guide handy. Honestly, the whole thing feels like something you'd be more likely to see in a ''Franchise/RatchetAndClank'' game and feels really out of place in Fallout. The only saving grace is that it saves your progress and allows you to take a break after each level, and that only the (comparatively easy) first three mission are story-relevant. The other two reward players with some nifty goodies including the most powerful non-powered armor in the entire game, but hoo boy if it isn't frustrating to get that far.˛*** You ''can'' use a {{Good Bad Bug|s}} by planting a turret next to the firewall that blocks off the final level's platform. Chances are you're going to have to put those turrets in that spot anyway to protect your little bug friends.˛* ThatOneSidequest:˛** "The Silver Shroud" for the most part is easy as it's just shoot these guys and leave a literal calling card behind... until you get to Sinjin. This drug dealer has your radio buddy Kent hostage and you have to save him but doing so is harder than it seems. He has around three leveled lackeys that will shoot you if you don't scare them off... which means Sinjin will shoot Kent right afterwards. You can challenge Sinjin but then his lackeys will start shooting you too.˛** "Hole in the Wall" is even worse. Austin, the Vault kid who has taken a shine to you, gets sick after being bitten by an infected mole rat. Said mole rat is one of many in the closed-off section of the Vault and all of them are going to try and bite you. Mole rats aren't exactly hard to kill, but there's a lot of them, they pop up out of nowhere, and it's very hard to kill them before they get at least one bite in. Worse still, your companion and the allied Protectron in the Vault will somehow infect you if they're bitten, and they aren't competent enough not to get hit. A single hit means you're infected, which in-game means you get a perk that takes a permanent 10 hit points off your maximum. There is a single dose of anti-virus that will cure it, and the good ending requires giving it to Austin. For perfectionist players, the mission is extremely obnoxious. Mercifully, the dialog system can be cheesed to allow you to cure Austin and yourself with the same dose (get to the option, pan the camera to exit dialog, cure yourself, then go back and cure Austin though dialog), but that isn't apparent to most casual players.˛* TheyChangedItNowItSucks:˛** There are those who take issue with the changes made to the game compared to previous entries as well as the absence of karma and the old dialogue system as last seen in ''New Vegas.''˛** Some long time fans have expressed annoyance that Ron Perlman doesn't provide the intro and epilogue narrations, instead being replaced by voice overs from Courtenay Taylor and Brian Delaney. Perlman does have a cameo as the newscaster in pre-war scene, but they cut his line of the classic 'War, war never changes' from the finished game.˛** As noted earlier Lyon's Brotherhood of Steel chapter is divisive and while some have welcomed the new, darker changes to the chapter others feel that it did not need changing and like the more heroic version better.˛** The new need for "fusion cores" in power armor doesn't sit well with some fans. In all previous games and in the lore, the armor had its own internal power supply, but now it needs batteries to prevent it from being overpowered (it's gone from a powerful set of armor you wear to a person-shaped tank you ''step into'').˛** A lot of fans don't like how skills are removed from the game entirely. Coupled with the removal of a level cap, this allows the player to become a MasterOfAll in one game, removing specialization and disincentivizing multiple playthroughs. This also means that the SPECIAL stats you chose at the beginning of the game don't matter because you are forced to improve them when you level up to get access to other perks. This sacrifices personalization and, ironically, makes you less SPECIAL.[[note]]Although levelling up enough to unlock every available perk does take a ''very'' long time, more than most players will probably feel like putting in.[[/note]] ˛* TheyWastedAPerfectlyGoodCharacter: ˛** The Survivor's spouse, who [[spoiler:gets killed just a few minutes into the game]] and the player barely gets to know them before it happens, and subsequently most of the story focuses on their search for Shaun and not addressing the death of their spouse. There exists a mod that allows ''both'' of them to survive, and the non-player character one becomes a companion, and the story of the two trying to find their son and rebuild their lives in the post-war Commonwealth is a lot more interesting than just the search for Shaun.˛** Shaun himself. He starts as a baby that you barely interact with, reducing him to a mere MacGuffin rather than someone the player is emotionally invested in. [[spoiler:When you meet him as an adult, you're not really given the chance to get to know him, try to change his mind about his treatment of the surface, or even treat his terminal illness. The game allows you to have a heart-to-heart during the Institute ending but you're still strangers to each other.]] You'll probably end up more attached to the robot butler Codsworth than you will Shaun, since you can engage him in involved conversations and he shows a lot of emotion and personality in them.˛** Shaun [[spoiler: the synth. There are numerous interesting aspects of this character: he is your character's son, a synth, a ReplacementGoldfish, "grew up" in the Institute, only remembers parts of his life and isn't going to age normally. Despite all of these interesting facts, all you ever do is give him junk items to tinker with and listen (but never respond to) his pseudo-philosophical musings.]]˛** Preston is a likeable guy but his tragic backstory is undermined by his bad voice-acting and how he just [[ThatMakesMeFeelAngry tells you]] about his suicidal despair instead of showing it through his mannerisms. You're also given no chance to help him re-take Quincy and get justice for the people slaughtered there, letting him put his SurvivorGuilt to rest.˛** Both the potential player characters have this. Unlike previous protagonists in Fallout and Elder Scrolls games they're given a much more clearly defined backgrounds, with the male PC being a ex-military veteran and the female PC being a lawyer... both of which being completely rendered irrelevant and not even mentioned after the intro sequence. There's so many potential perks and plot points that both backgrounds could feed into that is squandered as a result.˛** Since the SS is a pre-war veteran, it would have been a great opportunity for the Enclave to make an appearance in some capacity. The Enclave, being the remnant of the pre-war U.S's government, would have been very interested in meeting a decorated war hero of the old world.˛** Paladin Danse. To be clear, his plotline is very enjoyable. [[spoiler:Learning that he is secretly a synth, something he himself didn't even know, then trying to save him from Maxson's order of execution,]] that is all great stuff. The wasted potential is that [[spoiler:after you convince Maxson to spare him, his role in the story is just over. Maxson exiles him from the Brotherhood of Steel, and there is nothing you can do to stop that. After this point, if you side with the Brotherhood, he cannot be used for the rest of the campaign. If he goes anywhere near another member of the Brotherhood, they will open fire on him and you. He is basically the only faction companion that gets locked out of the endgame of his own faction's arc. The only faction you can use him in the endgame with is the Minutemen, as long as you don't ally the Minutemen with the Railroad, since any path that involves destroying the Brotherhood will have him refuse to work with you ever again.]] DummiedOut audio files show that [[spoiler:there was going to be an option to have Danse challenge Maxson for leadership of the Brotherhood of Steel, presumably allowing you to use him again with the faction, but this did not happen in the final product.]]˛* TheyWastedAPerfectlyGoodPlot:˛** The Gunners are a mercenary group that, until the Brotherhood of Steel arrives in force, are the most powerful faction in the wasteland and control several key areas of it, and several characters have history with them. But there's no real story to them beyond flavor text, they're AlwaysChaoticEvil just like Talon Company was back in ''Fallout 3'', and the player has no chance to have any interactions with them beyond which gun to shoot them with.˛** The outcome of the Railroad learning about Acadia, a Synth colony in Far Harbour, is never explored beyond them sending a single representative. It's a particularly noticeable dangling thread given that the Railroad often mentions their struggles with smuggling liberated Synths out of the Commonwealth, that the Sole Survivor can go out of their way to inform them of Acadia's existence, and that the two anti-Synth freedom factions, the Brotherhood and Institute, have full-blown quests to deal with them (albeit by wiping them out) while the Railroad barely gets a side objective.˛** Siding against the raiders in ''Nuka-World'' means doing the quest "Open Season", which involves killing the leaders of all three raider gangs. And... that's it. No quest line or alternate ways of driving them out, just run around shooting all the raiders. Once the quest is complete, none of the now-freed slaves do anything besides stand around and thank you for saving them. You can still walk around the park and clear out all the zones, but with no main plot to drive things, it ends up feeling more like a sightseeing trip than anything else. Then again, that's only when you did it first, considering there's nothing stopping you from taking the entire park first, ''then'' dealing with the raiders.˛** A few of Nuka-World's zones are surprisingly simple to take over. Compared to slowly gaining control over the Galactic Zone and its robots by tracking down Star Cores, unlocking access to the source of Dry Rock Gulch's Bloodworm infestation by completing tasks for the local robots, and flushing out Oswald the Outrageous in Kiddie Kingdom by surviving a series of deadly encounters he's set up to try to kill the Sole Survivor, conquering the World of Refreshment and Safari Adventure essentially boils down to "kill pretty much everything". Cito and his family of Ghoulrillas become irrelevant to the plot after they point the player in the direction of the access codes to enter the heart of Safari Adventure, despite the potential for them to strike back against the Gatorclaws with the Sole Survivor's help.˛** The Institute's ultimate plan. They've realised that they're expanding faster than their energy production, so want you to get a Beryllium agitator for their reactor. After you do so the Institute now has the energy needed to ... [[spoiler:keep doing what they were already doing. There's no master plan or end goal, just continuing to dabble their random experiments without the Brotherhood or Railroad to bother them. Many people found this disappointing, especially since the build-up of the sinister workings of the Institute and how Shaun and others have mentioned that the Institute is humanity's best hope and how much their technology is capable of.]]˛** Strong's motivation for joining the Sole Survivor, searching for the [[LiteralMinded Milk of Human Kindness]], doesn't end up getting any sort of payoff, even with maximum Affinity. As entertaining as it would have been to inform him that it was a metaphor, or to get amusingly frustrated that the Sole Survivor is as strong as they are despite not drinking milk of any description, or something along those lines, the entire subplot is almost entirely dropped after he joins up, minus a couple of voice lines when he joins up after some time apart and some environmental dialogue.˛** [=DiMA's=] implication that the Sole Survivor may be a synth duplicate without realizing it brings up interesting story possibilities. Is the Sole Survivor an early test model for the new generation of synths? Is Shaun questioning the morality of his actions and decides to bring back his parent to act as a MoralityChain? However, the idea is dropped as quickly as it is introduced.˛* UncannyValley: Baby Shaun just... doesn't look right. With his oversized cheeks that would look more at home on a bulldog and his black, soulless eyes he more closely resembles a doll than a real baby.˛** Mama Murphy just looks... off. Her mouth opens unnaturally wide when she speaks, while the rest of her face remains dead still. The lack of facial emoting and her pale, glazed-over eyes might suggest she was originally meant to be a BlindSeer, but since she ''isn't'' one in the finished game, it just seems creepy. ˛* UnderusedGameMechanic: The Sole Survivor's followers actually talk to each other, which hasn't been done since ''Fallout 2.'' Unfortunately, unless it's related to a quest, it only happens when the player is exchanging one follower for another. It would've been a good opportunity for them to at least have conversations with one another when they were at the same settlement.˛* UnintentionallyUnsympathetic:˛** The Railroad can come off as much darker and colder than intended. They want to free all synths from the Institute and eventually destroy the organization, an honorable goal. However, for security they force all synths they free to be mind wiped, even the knowledge they are a synth being erased, and are given plastic surgery to go into hiding. The player will see directly that this system is flawed -- the Railroad doesn't seem to keep tabs on the synths they free, since one has become a powerful Raider boss, others have had trouble adjusting to their lives of freedom, and it's almost universally emotionally traumatizing for them to learn about their true origins. The Railroad is also hypocritical when it comes to WhatMeasureIsANonHuman, as Deacon admits that they can't agree on if only the human-looking Gen 3 synths should be freed, or also the robotic Gen 1 and Gen 2 synths. As for the other factions, the Railroad will not only destroy the Institute, but also the Brotherhood of Steel due to their anti-synth ideology, and refuse to work with the Minutemen because they don't think the Minutemen care about synths. Overall the Railroad's goal of liberating all synths at any cost destablizes the Commonwealth more than ever, and they have no interest in taking responsibility for helping to clean up the mess they're making.˛** The Mechanist can easily come off as this. While you explore the [=RobCo=] factory, you find ample entries in terminals and holotapes stating where the brains used in Robobrains originated, people raising concerns about "the human factor" in the Robobrains' design being influenced by the type of test subjects they were using, anecdotes about Robobrains creatively reinterpreting directives, and even one or two examples of brains outright declaring [[KillEmAll homicidal intent.]] From the Mechanist's own logs, we know she explored the place. Was her use of Robobrains even with all the warnings available, just honest incompetence or downright depraved indifference? And she never even bothered to actually find out what her robots were doing out in the Commonwealth. Wasn't she at least curious about how they were performing? Was this just simple lack of oversight and follow through? Or was it criminal negligence?˛** Oswald the Outrageous in ''Nuka World''. He's a Glowing One that has spent the last two hundred years since the war living in the Kiddie Kingdom area with his friends and co-workers, who by the time of the game have all become feral ghouls, and he's holding out hope that the doctor of their group, Rachel, could find a "cure" for their condition, which they all think is an illness. When the player enters the area, he presumes they're another raider and invader and takes measures to fight them off. He's intended to come off as a misguided AntiVillain, except he repeatedly insults and mocks you, enjoys steering you into park exhibits so he can toy with you, tends to often laugh maniacally, and he sits back in the exhibits watching the player as they explore the area gunning down the ferals. When you confront him on the roof of the castle and he delivers a WhatTheHellHero on the player invading his home and killing his friends, it rings extremely hollow after how he's acted like a CardCarryingVillain before now.˛* TheUntwist: In Diamond City, [[spoiler:you'll have the mayor pegged as a Synth just after hearing his speech where he proclaims "I am not a Synth" ala UsefulNotes/RichardNixon.]] Sure enough, [[spoiler: he is]].˛* WhatAnIdiot: ˛** Why, yes, Miranda. Of course it's perfectly okay to give all your caps to some random woman you have only known for a few days after she proposes rescuing you from Vault 81's isolated life! Understandably, however, Miranda ''is'' a sheltered Vault scientist, so she didn't know any better. ˛** When you enter Goodneighbor for the first time, an unimportant NPC tries to con you, knowing full well who runs the town. His response to being calmly told off about trying to pull extortion rackets when people are first coming to town is to turn around and ''threaten Hancock to his face.'' Hancock's response after that is to stab the guy dead.˛*** This even qualifies just from the extortion attempt in the first place - if the Sole Survivor is of the type to let his/her trigger finger do the talking. Hancock will immediately voice his respect for the Sole Survivor if he/she responds to said attempt by blowing the NPC's head off. ˛** Rex Goodman tries to teach Super Mutants culture... starting with ''Macbeth''. [[TooDumbToLive Emphasis on "tries".]]˛** Parker Quinn, the smooth talking [[TheBarnum Barnum]] who calls you a "retard" whether or not you accept his offer of purchasing Pre-War Charge Cards that will supposedly bypass the need to spend caps with vendors in the post-apocalyptic wastelands. Seems subtlety with your dishonesty isn't your thing, eh?˛** Playing the Railroad and the Institute both, complete with [[spoiler: secretly betraying the Institute so that they fail the raid on Bunker Hill]]? Father will chew out the Sole Survivor for how suspicious it looks to somehow walk away from what seemed to be assured victory as the only one alive - and then turn around in just a sentence to focusing on embedding the Survivor into the Institute leadership anyway like the incident simply didn't happen. Father's [[HorribleJudgeOfCharacter not the best judge]] on others to say the least, but the sheer 180 recklessness of this [[spoiler: is one of the ways to infiltrate the Institute to blow it up from the inside-out.]] [[SarcasmMode Good going, Father.]]˛* WinBackTheCrowd: ˛** A number of people who were not won over by the game when it was initially revealed got brought back when the new features, like weapon crafting and settlement creation, were shown off.˛** At least a few of those who complained about the limited dialogue choices in the main game were pleasantly surprised that in ''Far Harbor'' the dialogue trees are much more complex, despite using the same limited system.


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