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  • 8.8:
    • Controversy arose from Trope Namer 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 Fallout: New Vegas and the game play and scenery of The Elder Scrolls V: Skyrim) 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 The Elder Scrolls 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.
  • Accidental Innuendo: Nick Valentine gets a particularly good one when you first meet him and clear the first three mooks afterward:
    Nick Valentine: Hard and loud, huh? Well, gets the job done. You gotta feel bad for whoever's cleaning the floors, though.
  • Alternative Character Interpretation:
    • The Sole Survivor primarily 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). It's very possible that 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. Relatedly, there's the Sole Survivor's near-constant bitter sarcasm - Is this just meant to be part of the game's writing, or is it meant to serve as an indicator of the Sole Survivor using sarcasm as a coping mechanism after their Trauma Conga Line in the game's opening?
    • Is Arthur Maxson just a kid who is 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 Great War and just 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 façade 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 Unintentionally Unsympathetic due to the fact that in the process of freeing Synths, their actions potentially destabilize the Commonwealth. They can be played Ambiguously Evil 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 an immediate Memory Wipe makes 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 Grey-and-Grey Morality 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 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 MacDonough himself being a decent enough person. Even In-Universe Hancock brings this up, wondering if he spent most of his life hating his own brother for something the guy didn't even do.
    • 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 Wright 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 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 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 only occasionally seems to feel remorseful about.
  • Angst? What Angst?: For a character who is a Fish out of Temporal Water, the Sole Survivor speaks surprisingly little about their life in Pre-War years and how it is gone. Even meeting their son who has become an old man due to taking The Slow Path provokes no great emotional reaction. See Alternate Character Interpretation, 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 too soon for some players. It doesn't help that your deceased spouse's wedding ring is both a collectible and able to be equipped: therefore it's possible to give your dead spouse's ring to your new romantic partner.
  • Anti-Climax Boss:
    • Deliberately invoked for laughs 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 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).
  • Author's Saving Throw:
    • An increasing complaint about the franchise as a whole is that it's been 200 years since the Great War, but civilization is still limited to the same kind of primitive isolated towns that were in the first Fallout, and large government bodies like the NCR and the Legion are outliers. The settlement system allows players to fix up this patch of the Wasteland themselves and build a sprawling network of interconnected communities that can grow into fairly-large towns. In doing so, players also experience the difficulties in creating such a thing; even after the system has been filtered through Easy Logistics and Ridiculously Fast Construction, it takes a lot of time, effort, and resources to build and maintain a town. The story also justifies why the Commonwealth in particular is in such a shape, with the Institute working to maintain a status quo by sabotaging governments and towns, and the Minutemen used to be around to keep the peace, but they've fallen apart and the Gunners have swept into the power vacuum, allowing other unsavory types like Raiders and Super Mutants to swell up in power again.
    • Some disliked the depiction of Super Mutants in Fallout 3 as Dumb Muscle Always Chaotic Evil 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 Composite Character 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, craft crude weapons and armor, operate turret systems and radios, follow a chain of command, and some of their leaders demonstrate cunning and planning. Strong also explains they have their own code of honor among themselves.
    • A more downplayed case, but a recurring criticism of Fallout 3 was that due to the game being set on the East Coast, there were too few references to the events of the West Coast games, to the point where it barely felt like 3 was set in the same universe as 1 and 2. 4 is still set on the East Coast, but the game also has loads of Call Backs (Wattz Consumer Electronics apparently had a Boston office), Continuity Nods (Elder Maxson got his position thanks to the Lost Hills Elders back in California), parallels to previous games (the Institute is more or less a saner Think Tank without a Dr. Mobius to keep them in check), and Mythology Gags (The Brotherhood now has a zeppelin to use in their travels) to all the games before it. At times, Fallout 4 verges on Continuity Porn levels.
    • A relatively minor example, but the Color Washes in 3 and New Vegas were criticized by some for looking ugly and detracting from the games' art design. 4 removes the color filter completely (excluding certain regions like the Glowing Sea) and thoroughly averts Real Is Brown, with both the Wasteland and Pre-War world being incredibly varied in color palate.
    • One complaint about the base game is a lack of any real "evil" path through the game thanks to what some accused was a hyperfocus on Grey-and-Gray Morality, 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.
    • Speaking of Nuka-World, Porter Gage seems deliberately crafted to avert most of the annoying things about the Token Evil Teammates in the franchise: he's not Stupid Evil, he's not Ax-Crazy, he's not prone to Chronic Backstabbing Disorder (at least toward you). In fact, for the most part he's a fairly pleasant companion who just happens to enjoy stealing from and murdering people who are weaker than he is.
  • Base-Breaking Character:
    • Arthur Maxson. His supporters see him as an I Did What I Had to Do Well-Intentioned Extremist who truly thinks his decisions on where to take the Brotherhood are the only way to ensure their survival, while his detractors see him as a Principles Zealot Noble Bigot who is regressing the Brotherhood back to its roots in the name of upholding tradition and his family's personal pride. That the more xenophobic and isolationist West Coast Brotherhood are the ones that appointed him also plays a role, with some seeing Maxson as a Puppet King.
    • Travis Miles, 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 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 Lily, Fawkes, or Marcus. On the other hand, some like him for being darkly hilarious with his bloodlust, or for the fact that while he's a typical Super Mutant, he gives out some unexpected insights towards typical Super Mutants in the Commonwealth and being ironically different from other Super Mutant party members.
    • Lorenzo Cabot, depending on if you think he's as violent and evil as Jack warns, or if he's the victim of a controlling and exploitative family. While he's definitely dangerous, the extent to which he's genuinely evil is ambiguous, which is not helped by contradictory evidence either way.
    • DiMA is either a Necessarily Evil Well-Intentioned Extremist who is prone to making rash, emotional decisions, or a self-justifying monster who commits terrible atrocities and convinces himself it's for "the greater good" and then removes his own memories of the acts so he doesn't need to feel guilty.
    • Preston Garvey is either a selfless hero who never gives up in trying to help the people of the Commonwealth despite his immense trauma and the dismal situations he finds himself in or a Lazy Bum who forces all his responsibilities as one of the last surviving officers of the Minutemen onto the Sole Survivor. It doesn't help that, as the game's unbreakable story win condition, the player is obligated to shelter and help him no matter what kind of character they personally want to roleplay as.
  • Best Level Ever:
    • "Last Voyage of the USS Constitution" is easily the most popular quest out of the entire game, featuring a unique and fun steampunk airship crewed by a bunch of hilarious robots essentially LARPing as 18th century sailors while having a lot of noticeable skill checks.
    • Similarly, both "Diamond City Blues" and "Blind Betrayal" are two of the most beloved quests in the game, with the former being praised for its impressively intricate branching design, and the latter being lauded for its excellent writing and fantastic voice acting.
    • The Salem Museum of Witchcraft is remembered for being a tense and terrifying area with a unique unmarked quest involving a Deathclaw Egg that can earn you a Deathclaw Gauntlet.
    • The Milton parking garage. Someone — it is a mystery who, and why — turned it into a multi-level maze full of traps and enemies, and the player's reward for exploring it is a choice between two cells of good loot at the end. It's an unmarked location, but nothing else in the entire Commonwealth is quite like it.
    • The HalluciGen building is basically the game's answer to Vault 106 from Fallout 3, but the player witnesses the effects of such hallucinations on Gunners, creating a truly disturbing area with opportunities for sadistic pleasure at the suffering of the enemy. Coupled with company history that reveals one of the most corrupt and cruel companies of the Pre-War era that makes Vault-Tec look pleasant, and it makes for a memorably haunting experience.
    • The Glowing Sea is this for some, with many fans being amazed by the region's Scenery Gorn and sheer atmosphere of desolation and misery. What certainly helps is that it allows for numerous awesome fights with deadly Wasteland critters for those who wish to delve in.
    • Among the settlements, Starlight Drive-In and Egret Tours Marina are among the favorites for their interesting layouts and close proximity to other areas (making them good locations to station artillery support), while Greygarden is also appreciated for coming with a lot of crops maintained by six robots that don't eat any of it, letting everything they produce be supplied to other locations. Plus, all three have large build areas to play in, and Greygarden also has a highway overpass for players to build on.
  • Big-Lipped Alligator Moment: 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 dropped immediately, though it has resulted in lots of Epileptic Trees.
  • Breather Level:
    • 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 Suspicious Videogame Generosity, you can find a quad-barrel missile launcher behind a locked door in Mad Mulligan's Mine on your way to face the boss. 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 the Mechanist and her utter failure at helping the Commonwealth despite her best efforts). However, aside from the HalluciGen section, Vault-Tec Workshop is generally lighthearted and relatively easy, instead focusing on helping build an actual Vault to shelter innocent Wastelanders (like Butt-Monkey Clem) from the world above, with the potentially lethal tests completely optional. Even the "villain" of the DLC, Overseer Valery Barstow, falls under Laughably Evil and can be easily ignored/defied.
  • Broken Base:
    • 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 Mass Effect 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 Not So Different 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. After all, the 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. Others feel that it's a rational gating measure to prevent power armor from becoming a permanent Game-Breaker.
      • The fact that you can acquire a full set of power armor plus a minigun with lots of ammo right in the second 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, with it being intended to serve as A Taste of Power so the player can have something to work themselves towards. 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 Fallout games, were Power Armor was end game gear and the best armor you could find. It gives older players the impression that Bethesda just wanted new players to see how cool the series is by giving them cool toys without having to work as hard for it.
    • The game features many self-deprecatory Take Thats towards contentious elements of Fallout 3. Those who hated them got a kick out of them. Those who didn't... well, check the Player Punch entry for details, but to make a long story short, let's 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 Science Hero 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 Stupid Evil 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 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 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 removal of Skills to focus entirely on SPECIAL stats and tying all Perks to them. Some dislike them for being too limiting, forcing players to waste points they could use to get Perks into raising their SPECIAL so they can take a Perk they want, and it hampers replay value since there are Perks you'll always want and the removal of the level cap lets you be a Master of All, thus most of your characters end up feeling the same eventually no matter what their initial SPECIAL is. Others like the system for disallowing players to break parts of the game by sinking skillpoints into a single Skill to pump it up ridiculously high early in the game, making SPECIAL feel more impactful to character builds (and removing nonsensical oddities like characters with 1 Intelligence but maxed out Science), and it is actually more difficult to be a Master of All since it would take dozens and dozens of levels to max out your SPECIAL and take all the Perks you want (filling the entire Perk tree out would take hundreds of levels), while past games (especially New Vegas) let you max out multiple Skills fairly early with minimal effort.
    • Heck, the very nature of the game has come under fire; after the intricately interwoven story and setting of Fallout: New Vegas, the super-sandbox of the Commonwealth is a fairly noticeable Genre Shift. It's telling that the primary pastime for New Vegas players is endlessly discussing and deconstructing the companions and faction leaders, while Fallout 4 players are more commonly found endlessly competing to build the most impressive settlement(s) out of whatever's available - when they're not creating even more IKEA Weaponry.
    • The bugginess of the game has caused a debate to spring up. Does Bethesda get a free pass? A lot of people (see 8.8 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.
    • Quality Vs Quantity has been a major talking point about the game, with many defenders pointing out that the game is a massive Wide Open Sandbox 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 supposedly comes at the expense of depth, leaving the game feeling shallow and boring from their standpoint.
      • Not helping this debate is the fact that New Vegas's base game had only slightly less quests in total than Fallout 4 with all DLCs installed, leading some to claim that New Vegas in 18 months of development gave more quantity **and** quality than Fallout 4 did with 4-8 years of dev time for the base game plus the additional year of DLC development. Of course, others have pointed out the significant differences in both quest design (i.e., New Vegas has three relatively brief tutorial quests whereas 4 just has one lengthy tutorial quest) and development (New Vegas had the benefit of having 3 already developed for them to crib development resources like an already finished weapons repair system from, while 4 didn't) between the two games, along with the opposing ways in which each game approaches map design & exploration. 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 and made Lighter and Softer (and naturally, others have argued that isn't necessarily a bad thing).
    • 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 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, though the general quality regarding the items itself has had many fans arguing that it's more just overpriced than genuinely negative.
  • Complacent Gaming Syndrome: Springs up due to the way the game handles weapons and armor compared to Fallout 3 and New Vegas. Unique weapons and armor tend to just be named versions of weapons with a particular Legendary mod, and unique and Legendary equipment are identical to the base version of the same item but for the Legendary effect it has. This means that there are few truly "unique" weapons and armor in the game, any Legendary enemy is liable to drop a Legendary item that is identical to a Unique item elsewhere in the game. Coupled with the large pool of Legendary effects and how they are spawned at random, this means that the odds of finding top-tier items is low, and thus you'll probably stick to the few you gradually accumulate — if you're lucky enough to find a Mighty Combat Rifle or an Assassin's Sturdy Combat Armor piece, you can play through the entire rest of the game without finding something worth using over them.
  • Complete Monster:
    • The Fens Phantom was a notorious, prolific Serial Killer who stalked pre-war Boston. Detached from human society and finding it "exhausting" to fake it, the Phantom made his base in the Fens sewers. Responsible for the deaths of at least thirty people, his victims ranging from the homeless to young mothers, the Phantom mutilated his victims, using their body parts to make twisted art exhibitions with the strong implication that at least some of his victims were alive during the process. Other dismembered parts littered his entire lair or were neatly kept in boxes for future pieces. Discovering a detective was chasing him, the Phantom became obsessed with them. Luring them into his lair, he left tapes walking them through his exhibits, admitting the pride his "work" brought him. Coming out the victor of their confrontation, the Phantom boasted about how much he looked forward to them "having all the time in the world" together now.
    • Nisha, from the "Nuka-World" DLC, is the bloodthirsty leader of the Disciples raider gang. A ruthless Social Darwinist 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 Death Course 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.
  • Creepy Awesome:
    • The Synths are enjoyed as enemies for invoking the Uncanny Valley very effectively — they have no facial expressions, never blink, have Glowing Eyes of Doom, their "skin" is a series of plastic panels over a metal frame with wires running over their limbs, and they speak in a dead monotone that puts the Accent On The Wrong Syllable. The result is a doll-like robot that stares blankly as it charges at you announcing loudly that it is going to kill you.
    • The Assaultrons have also gotten a lot of praise for falling into this trope. Not only do they all speak with a husky Contralto of Danger worthy of the deadliest Femme Fatale, they're by far the most dangerous and lethal enemies in the entire game, being terrifyingly fast Lightning Bruisers armed with a deadly eye laser that is all but guaranteed to be a One-Hit Kill and either drill-claws or swords in place of hands. Combine all that with their casually sadistic remarks (i.e., coolly remarking that "Death is inevitable" when facing an Assaultron), the fact that even crippling both their legs won't necessarily save you (unlike Deathclaws), and their unique Fem Bot design, and Assaultrons are among the most memorable enemies in the entire game.
  • Crosses the Line Twice:
  • Contested Sequel: Fans are incredibly divided about how it compares to Fallout 3 and Obsidian's Fallout: New Vegas. It's generally agreed that the combat system is significantly improved, including a far better sense of challenge, and the equipment crafting system is excellent, while the quest design, dialogue system, and story are all either restrictive and dull or So Okay, It's Average; settlement building and management, the voiced protagonist, and changes to the menu interfaces (among numerous other features), are a lot more contentious depending on who you ask. Some players, especially old school Fallout fans, have argued that while it is a entertaining, fun, and great game in its own right, it is a pretty unimpressive Fallout game. Naturally, this leads into arguments over what makes a game in the Fallout franchise "specifically a Fallout game."

    D-G 
  • Darkness-Induced Audience Apathy:
    • The Covenant sidequest. Siding with the town means allowing the Compound to continue to abduct travellers they suspect of being Synths and torture and interrogate them, all in the name of "perfecting" a psychological test to detect Synths that probably doesn't even work. Putting a stop to what they're doing means massacreing a town of mostly innocent civilians whose Fantastic Racism is actually understandable, as it's implied they're all traumatized victims of Synth attacks and came to Covenant seeking safety from Synths out of fear. Many players were upset that there was no way to shut down the Compound, or at least free Amelia, without turning Covenant hostile, and thus believe there is no good ending to the quest.
    • The Far Harbor DLC caused this in some players. Black-and-Grey Morality is in full effect, and the story has no true Golden Ending. 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 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 between the Harbormen and the Children of Atom unresolved. Needless to say, the choice felt very bleak to some players.
  • Demonic Spiders: 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.
    • 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!
    • 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 Bloodrage Mirelurks into the leveled list. If that isn't bad enough, Nuka-World adds the even stronger Nukalurks with all its variants, Queen and King included.
    • Assaultrons. Fast, can dodge bullets and block melee, very durable, and comes with very painful melee attacks and even devastating painful Eye Beams. And then there's the Assaultron Dominator, which adds on 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 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 Fallout: New Vegas? 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 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 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, swarm in numbers, and worst of all, have a lot more health compared to regular Bloodbugs. They also cause Interface Screw and deal a very high amount of poison damage to the player, even through power armor!
    • 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 Cazador. They are very fast, hit hard, have very deadly poison, 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.
    • 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 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 One-Hit Kill 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 without actually detecting you.
    • Vertibirds can become this if you go against the Brotherhood, and they are annoyingly common until or if you 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 NPCs 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 Goddamned Bats, 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 Lure weed.
      • Fog Crawlers: Basically Chauruses/Chauri on steroids, with attacks that deal poison and radiation damage.
      • Gulpers: Fast, salamander-esque amphibians, considerably larger but similar to the Geckos from Fallout 2 and Fallout: New Vegas.
    • 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 Thirst Zapper. Their Nuka-Cola misters also dole out 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.
  • Designated Villain: Arguably, 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 known for Fantastic Racism, and are pretty 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 seen showing hostility to Ghouls either.
  • Ensemble Dark Horse:
    • Despite the one member who isn't well liked because he constantly gives you tedious quests, as a whole the Commonwealth Minutemen by miles are the most well-liked faction even though they're actually the least involved in the main storyline, due to them introducing the popular 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 an awesome headquarters at Fort Independence and the very useful ability to call in artillery strikes. It also helps that siding with them makes it possible for the player to not wipe out the other factions (save the Institute, but at least it’s possible to spare some of its people and/or leave some of their achievements to be retrieved in the Minutemen ending).
    • Scribe Haylen (a Nice Girl medic working at Cambridge Police Station) and Proctor Ingram (a Fiery Redhead Gadgeteer Genius with a Super Wheelchair) might be the only two Brotherhood of Steel members that even those who fervently hate the faction rarely have any problem with, with some even wishing that Haylen had been a potential companion (with the fact that she's the only Brotherhood member to stand up for Danse in "Blind Betrayal" certainly helping). Brotherhood Scribes Quinlan and Neriah also have their fans for their quirkiness and some of their experiments (although that fanbase is understandably restricted mostly to those who don't hate the Brotherhood as a whole).
    • Clayton Holdren is one of the better-liked Institute members for having some more genuinely useful and interesting experiments, and being more reasonable and non-malicious than many of the other department heads.
    • The Silver Shroud character seems to be getting a lot of love due to his Large Ham tendencies and being a hilariously awesome parody of superheroes from The '40s and The '50s in the same vein as The Spirit and The Shadow.
    • Cait is one of the more popular companions despite not being that particularly important to the overall plot. This can be chalked up to her Jerkass Woobie nature, Character Development and Dark Action Girl status.
    • The Atom Cats greaser gang have a hefty amount of love among the fandom due to their specialization in power armor, silly dialogue, and being one of the friendlier factions in the game aside from the Minutemen.
    • Magnolia, the singer at The Third Rail. Friendly, charismatic, a non-companion romance option... also helps that she's voiced by Lynda Carter and sings catchy and original songs.
    • 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.
    • 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 her hilariously sarcastic and cheerfully amoral personality conveyed therein have won her quite a few fans. Some would even like to romance her.
    • Pickman, an unsettling Serial Killer encountered during a minor side quest given by Hancock, has a significant fan following - likely thanks to his polished, outwardly handsome appearance and oddly charming demeanor. The fact that he only seems to prey on Raiders, making him far more of a semi-sympathetic Serial-Killer Killer, only helps.
    • "The Grenade Guy", an unnamed, unseen NPC mentioned by Raiders in idle dialogue at various locations. He's some kind of delusional Michael Winslow-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 Super Mutants, complete with the sound effects of pulling the pin and the grenade exploding. It turns out that this is Crazy Enough to Work, since it confuses and disorients the Mutants enough for him to make his escape, which he does while pretending he's on a motorcycle. Many players have expressed disappointment that it's not actually possible to meet "Grenade Guy" In-Universe.
    • Erickson from Far Harbor. Being another nice and intelligent East Coast Super Mutant that you can reason with ala Uncle Leo and Fawkes is probably one of the key things why many like him, with some even wishing that he was a companion. The fact that he can sell dogs to the Sole Survivor's settlements (increasing both defense and happiness) certainly doesn't hurt either.
    • N.I.R.A. from Nuka-World for unexpectedly having a Split Personality between being a cheerful robotic tour guide to a hilariously foul-mouthed, violent, and rude insane robotic raider. Some wish she was more involved with the story.
  • Estrogen Brigade:
    • Elder Maxson and Paladin Danse are both immensely popular with the fangirls, thanks to them being bonafide Hunks with Badass Baritones. The latter is certainly helped by his character arc turning him into a tragic Jerkass Woobie.
    • Hancock surprisingly falls into this despite being a Ghoul, with his roguish charm and general goofiness certainly helping a lot.
  • Evil Is Cool:
    • The Institute quickly generated a large number of fans with its gorgeous Raygun Gothic utopianism, ruthless Pragmatic Villainy, and genuinely Well-Intentioned Extremist goals.
    • Similarly, the Church of the Children of Atom in the Far Harbor DLC are both utterly terrifying and incredibly cool with both their radiation-based mysticism and providing a genuine challenge in combat along with loads of interesting quests.
    • Virtually all of the different Raider gangs in Nuka-World could count here due to their immensely creative designs, but the Disciples are especially noteworthy in how they're basically an entire faction of Knife Nut Serial Killers.
  • Evil Is Sexy:
    • Mags Black, the leader of the Nuka-World raider group the Operators, quickly won a lot of fans from just her first appearance in the trailer, being seen sporting an unusually high-class look for a Raider, a smooth contralto, and a lovely outfit. After the proper release of Nuka-World, a lot of players openly wished she could have been a companion or even romance option. Doesn't hurt that her voice actress is the English voice of Fubuki.
    • Pickman might be an incredibly creepy Serial-Killer Killer, but Kyle Hester's remarkably calming and soothing voice coupled with his character's handsome appearance have earned Pickman a fair amount of admiration and lust from the fan community.
    • Depending on if one sees the Brotherhood of Steel as evil or not, Elder Arthur Maxson can also be viewed under this light, as evidenced by the legions of fangirls around both him and Danse.
    • For a noticeably large section of the fandom, Assaultrons can count here due to their husky voices and attractive hourglass figures. What certainly helps is that one of the aforementioned Ensemble Darkhorses for the game is the Assaultron character KL-E-0, who many fans are vocally disappointed cannot be romanced.
  • Fanon Discontinuity: The "Kid in a Fridge" sidequest is widely reviled for containing a giant tangle of Fridge Logic in the ghoul child Billy somehow surviving inside a refrigerator for 200 years, climbing out of it physically and psychologically fine, and then going home to find his parents (also ghouls) still living in their old house. While it is made explicit that he really was in the fridge since the Great War, some fans ignore this and say that Billy was in there a considerably shorter period of time, with a common alternate explanation being that he got stuck in there during the Quincy Massacre and thus was only in the fridge for a month or so.
  • Fan-Preferred Couple:
    • There are plenty of options for the Sole Survivor to choose from regardless of sex. For the female companions, it's Piper and Cait, with Paladin Danse and Hancock being the preferred male companion choices. Nick Valentine and Deacon are also very popular choices, despite the both of them not even being romance options in-game. Furthermore, Curie's French accent and adorable naivety - not to mention her tendency of geeking out about any scientific wonders, also makes her a popular choice for being paired up with the Sole Survivor.
    • There's also a variety of non-companion Non Player Characters that fans feel should've been companions/romance options, like Fahrenheit, KL-E-0, Elder Maxson, Emogene Cabot, and Mags Black.
    • A platonic case - Due to them being two very important characters in the main questline of the base game along with Courtney Ford and Stephen Russel's remarkable chemistry together, Piper Wright & Nick Valentine are a popular friendship pairing in the fanfic community around the game.
  • Fanfic Fuel:
    • The East Coast Brotherhood of Steel reverting to a "traditional" mindset, plus a lack of concrete details about the current goings-on in DC, leaves plenty of speculation in regards to the fates of both the Lone Wanderer and the Capital Wasteland as a whole.
    • Nick Valentine, a seasoned Hard Boiled Detective and prototype Generation 2 Institute Synth, who's made many friends and enemies across the Commonwealth. An entire game could be made about the numerous cases he's solved working as a P.I. in Diamond City in the century or so between him getting kicked out of the Institute and the Sole Survivor rescuing him from Vault 114.
    • Deacon's extremely ambiguous identity, coupled with his intense amount of consummate lying about his past, leave a lot of open interpretation about how many adventures he's had both before and during his time in the Railroad.
  • Fanon: Several, mostly those regarding Fallout 3 due to 4 being intentionally vague on a lot of the events of 3.
    • Most fans seem to take the Brotherhood of Steel removing a fusion reactor from "an abandoned aircraft carrier" as them sacking Rivet City and scavenging the ruins for parts. In reality, it's likely that the Brotherhood used on of the multiple reactors aboard the wrecked carrier.
    • Underworld being wiped out by the Brotherhood is also assumed to have happened while there isn't any concrete statements one way or another supporting this.
  • Fashion-Victim Villain: 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.
  • "Funny Aneurysm" Moment: In Fallout 3 and New Vegas, fighting hostile Mister Handies was often a darkly hilarious experience considering how much of a treat it was to see a Killer Robot acting as a Quintessential British Gentleman as it tried to saw your face in half. In this game, though, the Sole Survivor's first potential companion is their Pre-War Mister Handy Codsworth, and talking with him can quickly reveal how he's been putting on a Stepford Smiler act for the last few centuries and was slowly going mad from loneliness. Suddenly, all those past Mister Handies going crazy from their masters being long-since dead now comes across in a far more uncomfortable light.
  • Game-Breaker: Check the page.
  • Genius Bonus:
    • The Brotherhood of Steel's airship - The Prydwen - is named after a ship used by King Arthur and his knights while searching for magical weapons from the ancient Arthurian poem Preiddeu Annwfn.
    • It's possible to find two men - Mikey and Moss - having a spirited discussion about the definition of a sandwich. This was the subject of a real life 2012 court case in Massachusetts.
    • After getting bitten by one of his war-dogs, the Raider Lord Crazy Bosco goes...well, crazier than he already was, and discusses plans on his terminal for conquering other Raider gangs. He dismisses taking Libertalia, claiming "There's too much water there." With all that taken into account, it's all but stated that Bosco's specifically suffering from rabies (as a common symptom of rabies is hydrophobia).
    • One of the terminals aboard the Prydwen serves as a letter back home to the family of a fallen Brotherhood Initiate, letting them know that they "should be proud of the sacrifice he made for the sake of his country." This more or less implies that the Brotherhood has evolved into an "Ordensstaat", a little known political concept denoting a military order that has become a sovereign state in its own right. The best, and possibly only examples of an Ordensstaat found in history are the Teutonic Order after the invasion of Prussia and the Sovereign Military Order of Malta (formerly the Knights Hospitaller).
    • A more downplayed case, but for those more acquainted with the works of Shakespeare than others, the fact that Rex Goodman tried to teach the Commonwealth Super Mutants "culture" through the Scottish Play becomes a lot funnier when one understands how this showcases that Goodman was exceptionally Too Dumb to Live in trying to use one of the bloodiest and most cynical works in the Shakespearean canon to try and teach the Frankensteins how to respect the value of human life.
  • Goddamned Bats:
    • Landmines return and even worse than they previously were in Fallout 3. They beep much faster than in 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 Mirelurks Hatchlings 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 them all being deceptively fast, you'll be relying on VATS to deal with them (which gets old quick). Mole Rats also burrow constantly, and Mirelurk Hatchlings 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 Interface Screw 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, 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 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 Save Scumming 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 The Worf Effect by then.
  • Good Bad Bugs:
    • 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, 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 Dogmeat. The 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 Sentry Bot in VATS at any time, allowing you to score a swift One-Hit Kill as soon as you see it. Normally, the Fusion Core is only visible for a short time from the back after the Sentry Bot overheats, making targeting it nearly impossible.
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  • Hilarious in Hindsight:
    • Remember that One-Punch Man parody with Fallout 4? Well, Nuka-World introduces Mags Black. Why's that important? Well if you know who her voice actor is, you'll know why.
    • Cait's resemblance to Female!Commander Shepard is pretty funny, now that her voice actor, Katy Townsend, plays a supporting role in Mass Effect: Andromeda.
    • Vim's rivalry with Nuka-Cola became either this or Harsher in Hindsight in 2018, when real-world equivalent Moxie was purchased by Coca-Cola.
  • Heartwarming in Hindsight: One of Nick Valentine's passive dialogue quotes, now that the Nintendo Hard Survival Mode is in play:
    Nick Valentine: You good to keep going? I don't sleep or eat or anything like that, but if ya need to, you do it.
  • Iron Woobie:
    • The Sole Survivor themselves. Despite the massive Trauma Conga Line they suffer through in the game's opening, they can become a wandering do-gooder who helps usher in a new era of civilization across the Commonwealth.
    • Virtually all of the Sole Survivor's companions count as this to a truly disconcerting extent.
      • Nick Valentine's very existence as a Gen 2 Synth simulating the behavior of a Pre-War cop based on memories harvested from his brain under false pretenses is an ethical violation, and he can occasionally express angst over what makes him him and not just either a discarded tool of the Institute or the memories of a Pre-War police officer. Still, he's The Paragon for a good reason and tries to put aside the darkness in his past so as to help safeguard a better world for all in the prersent.
      • As he can later elaborate to his owner, Codsworth's seen a lot of horrible things in the intervening centuries, and had been desperately putting on a Stepford Smiler demeanor so he didn't have to think about how miserably lonely he really was. Nevertheless, he proves to be quite upbeat after joining up with you, and frequently showcases a hopeful attitude regarding the Commonwealth's future.
      • John Hancock (the Ultimate Authority Mayor of Goodneighbor), Deacon (the Railroad's resident breezy Stealth Expert), and MacCready (a Hired Gun you can pick up at The Third Rail) are all able to hide their demons and self-hatred pretty well with their breezy Lovable Rogue charm. Talking with Hancock can reveal that he'd like to die due to still feeling guilt over his past Bystander Syndrome regarding the exiling of Diamond City's Ghouls, and he's the only base game companion not actually marked as essential since if he does idolize the Sole Survivor and get dismissed, there's an actual chance of him killing himself from a drug overdose. Meanwhile, Deacon has a pretty hideous Dark and Troubled Past of being a rabid Synth bigot, and openly expresses disgust for him being in the Railroad since he doesn't think that it even comes close to him making up for his past mistakes. Finally, MacCready has his own suicidal tendencies and self-loathing issues, with him being utterly disgusted with his past history as a Gunner and even remarking at one point that he sometimes thinks it would've been better if both he and his son Duncan had also been eaten by the Feral Ghouls that tore his wife Lucy to shreds.
  • It's Hard, So It Sucks!: 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.
  • It's Popular, Now It Sucks!: 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 was possibly done to make the game more appealing to more casual players unfamiliar with previous installments.
  • It's Short, So It Sucks!:
    • 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. It also doesn't take very long to complete the four-mission questchain and unlock the full range of crafting schematics.
    • The Vault-Tec Workshop DLC is even worse regarding this. After getting to Vault 88 and beginning its questline, you only have to leave the Vault to go somewhere else one time, and it's not even a very long trip (the HalluciGen building is easily accessible downtown and not very big). Cutting out the trip to HalluciGen and the time you may spend clearing out the Vault 88 cavern and actually building your Vault, the questline boils down to just building a settlement object and letting a settler use it for an in-game hour, meaning the entire questline (even including HalluciGen) can be completed in an hour or so.
  • It's the Same, Now It Sucks!: Quite a few fans were disappointed to see that the Brotherhood of Steel ending is eerily similar to the ending of Fallout 3; Liberty Prime smashing through enemies to reach an enemy base while the player follows in his wake with a BoS squad.
  • It Was His Sled:
    • While the online community was generally great about not spoiling the plot twists of the main story, nobody was particularly secretive about the fact that Nick 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.
    • The fact that your son Shaun is the Father of the Institute is known even to those who haven't actually played the game.
  • Jerkass Woobie:
    • Elder Arthur Maxson. After witnessing the death of both his beloved mentor/father figure (Owyn Lyons) and his first crush/idol (Sarah Lyons), Arthur saw the East Coast Brotherhood go through a nightmarish Trauma Conga Line that only really reversed himself when he was essentially forced to take the reins and lead them onto a new path. Combine that with his cabin aboard the Prydwen showing how he's The Alcoholic and him taking no pleasure at all in the Brotherhood's more uncomfortable actions, and it's hard not to feel at least a bit of pity for the man that he's become.
    • Cait is a foul-mouthed, violent chem addict who often dislikes when you act nice or take the benevolent path in quests. However, she was sold into slavery by her physically and emotionally abusive parents, was used for five years as a Sex Slave before she bought her own freedom and then made herself a Self-Made Orphan, and resorted to drinking and drugs to drown the memories of it all. The trope becomes downplayed over time: she's suspicious of the player when they first meet because she's not used to people who are just nice for the sake of it, and she eventually warms up to you as you prove you're legit and can even help her kick her chem addiction.
    • Paladin Danse. On the one hand, the man can be very acerbic and has an unnerving streak of Fantastic Racism a mile wide regarding Ghouls and Synths. However, not only is it clearly conveyed that the man is a Shell-Shocked Veteran suffering from PTSD, but he suffers through a particularly cruel case of Tomato in the Mirror in "Blind Betrayal," resulting in him either getting Killed Off for Real or him being exiled from the Brotherhood - a.k.a., the very organization that has literally defined him for practically as long as he can remember.
    • Conrad Kellogg, the very man who killed your spouse and kidnapped your son. When you learn his backstory, it turns out he's your Evil Counterpart, a family man who tried to have a normal life until some enemies of his employers abducted and killed his wife and child. After going past the Despair Event Horizon, he came back out of it a cold-blooded mercenary who didn't care who he killed or why as long as he got paid. It's hard not to feel sorry for him at least a little bit.
      Kellogg: It was just me against the world... and the world had it coming.
  • Jerks Are Worse Than Villains: The Brotherhood Of Steel. They're intended to be the morally grey faction and in all honesty come off as such, but somehow they get more hate in the fandom than even the near-morally-black Institute.

    L-O 
  • Les Yay: Cait and Piper have this in spades, lending itself to the One True Threesome 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).
  • Memetic Mutation: Check the page.
  • Moe: Curie, oh so much, especially with that gentle French accent of hers, soft-spoken demeanor, and generally Adorkable personality.
  • Most Wonderful Sound: Many sounds associated with the Power Armor. Most notably, the resounding 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. There's nothing's more satisfying than 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 that's very popular in Spain that parodied Rambo (although the sketch was a particular case of Beam Me Up, Scotty!, since the actual sentence Rambo said in the films was "I can't find your fuckin' legs").
    • This can be forced by the player by making their face absolutely ridiculous, which will result in 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.
  • Narm Charm: Unlike previous games, 4 doesn't have the rest of the world freeze in place when the Sole Survivor converses with other characters. This results in scenes where the Sole Survivor and their companion have deep conversations while the pieces of a destroyed Vertibird fall to Earth around them. However, this doesn't stop the talks with companions (along with other conversations) from being very touching, heartbreaking, interesting, surprisingly deep, and even deliberately funny.
  • Nausea Fuel:
    • Bloodbugs can stab their proboscis into the Sole Survivor's stomach and then spit your now-irradiated blood back in your face. Keep in mind that this also only happens when the first-person camera is being used, by the way.
    • 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 lampshades it with a sign asking visitors to the attraction not to vomit on it.
  • One True Threesome: The Sole Survivor, Piper, and Cait have gotten a lot of support. Not just because Girl-on-Girl Is Hot 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.

    P-R 
  • Paranoia Fuel: It is entirely possible for Institute Synths to sneak into your settlements and wreak havoc.
  • Player Punch:
    • As a whole, Fallout 4 is not kind to most returning 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 Kill Them All. Have fun!
      • You know how you spent the last third of 3 helping the Brotherhood of Steel, led by Elder Lyons, save the Wasteland from the Enclave? As of Fallout 4, the BoS is now also actively subjugating settlements into their new nation.
      • Furthermore, Owyn Lyons is dead, and so is Sarah. And depending on how sympathetic you are to him, it can be hard not to pity Arthur Maxson to a certain extent given how he's a cute and dorky little kid in 3 who goes through a vicious Trauma Conga Line in the intervening decade, turning him into a cold and dour cynic by the events of 4.
      • Mayor MacCready grew up and was Happily Married with an infant son... and then when they were all hiding out in a Feral Ghoul-infested subway station, he had to watch his wife Lucy get Devoured by the Horde while he ran for his life.
    • Pretty much any time your companion gives you a "The Reason You Suck" Speech if your Affinity gets too low with them. Admittedly, some are more effective than others (i.e., Nick Valentine's compared to MacCready's), but it's still hard not to feel like an ass when they give you a length What the Hell, Hero? speech about you being an utter asshat to them.
    • All of "Blind Betrayal." In this Brotherhood main quest, it's revealed that Paladin Danse (your sponser into the Brotherhood and potential companion/romance option) has been a Synth the whole time. Elder Maxson then forces the Sole Survivor to find Danse and execute him to prevent him from being a threat to future Brotherhood operations. After this point, the whole quest basically becomes one proverbial Gut Punch after another; first off, there's the fact that if the Sole Survivor doesn't actually talk with Danse and just leaves his bunker, then Danse will kill himself. Meanwhile, if/when you do actually talk with Danse and agree with him that he needs to be killed, his final talk the Sole Survivor is just heartbreaking, especially since Danse's Famous Last Words are him expressing how he's So Proud of You for killing him. And finally, convincing Danse to not committ Suicide by Cop only to fail the later Charisma checks with Elder Maxson, resulting in Danse still getting executed, will likely give the player a Thousand-Yard Stare for a decent while afterwards. Really, the only possible way that the proverbial knife can be twisted further regarding this quest is if you've been romancing Danse up to this point.
    • 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 Scribe Haylen, the friendly young woman who was nice to you from the start and was the only Brotherhood member to go against Danse's execution. 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 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 due to its grim and bleak tone, 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 vicious What the Hell, Hero? 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.
  • Porting Disaster: 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).
  • Replacement Scrappy: Regardless of people's opinions about Travis Miles whether he's nervous or confident, almost no one really likes his replacement on Diamond City Radio if you kill him (Sheng Kawolski) due to his self-advertised comments about his water business and no longer reporting on current events.
  • Rescued from the Scrappy Heap: 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 Older and Wiser (though this hasn't stopped some players from taking vengeance for making them suffer throughout Little Lamplight).
  • Ron the Death Eater:
    • The Railroad. As discussed below they can come off as Unintentionally Unsympathetic, and are demonized as self-righteous moral crusaders who only care about freeing synths even if they have to plunge the Commonwealth into total anarchy to do it. This ignores that the group has internal disagreements on their methods that show they are aware of their flaws, and as was pointed out in Fallout 3, they're the only ones fighting for synths when there are plenty of other people looking out for the Commonwealth as a whole.
    • The Brotherhood of Steel, big time. It's common to see discussion of the Brotherhood as fascist conquerors who want to take over the Commonwealth and treat its citizens as their subjects from whom they will seize supplies and recruits to expand their power. Never mind the Commonwealth is full of enemy armies that are slaughtering each other and anyone unfortunate enough to get caught in the crossfire, the Brotherhood is comparatively peaceful in their crusade and don't cause any trouble for civilians, and it is pretty clear that the Brotherhood member who wants you to coerce food from settlements by force is asking you to do it under the table.

    S 
  • The Scrappy:
    • The starting settlers from Concord attract their share of dislike for basically inviting themselves to Sanctuary and then demanding the player fix the place up for them and set up food and water supplies. Individually among them, Jun is mopey, Mama Murphy is a chem addict who cannot be assigned to work, and while Sturges is useful to the main story, he's the one who gives you the directions for meeting their needs as settlers, so he still attracts scorn.
      • Special mention to Marcy Long, who everyone hates. She's an Ungrateful Bastard who never shows you any respect or gratitude, and almost all of her dialogue is whining, paranoia of attacks, or just being a jerkass. And it isn't trauma or cynicism from Quincy, either; when you get to Quincy, Jun's old terminal entry reveals this is just how she is. With Patch 1.7 (or Patch 1.0.9 for Playstation players), Jun and Marcy have their essential status revoked, letting players put a bullet in her head — and just to hammer home in how much she's hated, no one reacts if you kill her, not even her husband.
    • 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 Ridiculously Average Guy.
      • 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 someone go help a settlement that's in trouble.
    • 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, as he will immediately run up to you upon your arrival and announce that Desdemona / Tinker Tom / Doc Carrington / P.A.M. need an errand boy for yet another repetitive radiant quest. 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 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 from being given the chance to kill her at the end of the quest.
    • Anna Codman from the Upper Stands of Diamond City seems to be this game's counterpart to Nazeem given her relentless Jerkassery and infuriatingly condescending demeanor whenever she's talking to the Sole Survivor. Thankfully, unlike Nazeem, the player isn't likely to encounter her as much due to her being in a more isolated part of Diamond City than Nazeem was in Whiterun.
    • 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 complete and total asshole whose primary directives are endless 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, you'll earn his approval).
  • Scrappy Mechanic:
    • Virtually everyone dislikes the new dialogue system, with Todd Howard himself even admitting 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 explicit skill or stat checks in dialogue like in past games, only Persuasion via Charisma, so your ability to influence dialogue is lessened. And while there actually are several skill/stat checks in dialogue (i.e., if the Sole Survivor has an Intelligence higher than 8, the dialogue options for convincing Madison Li to rejoin the Brotherhood are made significantly easier), the main issue is that virtually all of these are effectively invisible, meaning that it takes literally hunting through the game's very code to figure out what moments in dialogue supply stat/skill checks not based on Charisma and which don't. Unsurprisingly, mods that brought back the old dialogue system and add more choices quickly became some of the most popular mods for the game as a result.
    • 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, while 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 Boss in Mook's Clothing. 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 regarding 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 can be 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 Friendly Fire Proof to you or your settlers, so think twice about building that missile launcher turret. Even with the patch which changes it so that the settlement will have a chance of defending itself should you fail to appear, settlements producing a lot of water and food (i.e., the ones most likely to be attacked), even with a defense score more than double the production score, the chance of success still maxes out around 66%.
      • And they don't account for DLCs, meaning that if one starts while you're in Far-Harbor or Nuka-World, you'll have very little time to get there.
      • 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 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 considerably 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 Save Point — 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 Nintendo Hard 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 Dummied Out.
    • 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 hacking, 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.
  • Scrappy Weapon:
    • 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. 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 - especially those who liked the depth and realism of the previous game's massive arsenal - the "assault rifle" is loathed for the simple fact it looks nothing like an assault rifle and looks much more like a world war 1 era 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.
  • Sequel Difficulty Spike:
    • In a manner of speaking. VATS no longer stops time completely; ammunition is much scarcer; Stimpaks are much rarer (no longer found in every bathroom), restore health over time, and only restore health based on a percentage; and monsters like Deathclaws are now able to endure a massive amount of punishment from a minigun. Perhaps exemplified by the treatment of Radroaches. You hunt them with a toy BB gun as a child in Fallout 3, but the Sole Survivor reacts to them with disgust and horror when they first encounter them as an adult with a gun that shoots live ammo.
    • Several old enemies are a lot stronger, such as Protectrons and Sentry Bots (which are now essentially robo-tanks) who simply have huge amounts of health and damage resistance, and enemies like Mole Rats and Radscorpions have new mechanics that allow them to get the drop on you easily.
    • The radiation system was previously a stat that all would ignore until it hit a certain threshold, at which point it was easy to fix with the abundant RadAways. In the new system, every single point of accumulated radiation directly lowers your max health. Made all the worse by RadAways being far more rare this time around. There is a decontamination arch available to build in settlements that is highly recommended... if you shell out the cash for the Wasteland Workshop DLC!
    • The updated Survival difficulty is essentially this to the Hardcore mode in New Vegas. In Hardcore mode, the player had to regularly eat, drink, and sleep, lest they would receive stat debuffs, as well as items like ammo having weight and healing items only healing over time. In the Survival difficulty of 4, not only does it have all of the above but damage is skyrocketed for everyone, the carry cap for the player and companion is much less, no fast travel, and the player can no longer quicksave or manually save, causing beds to essentially become save points.
    • Settlement defense missions get this treatment in the Far Harbor expansion. In the vanilla game, these quests are rather easy (especially if you've built up the settlement's automated defenses and have equipped the settlers for combat) and really only annoying for how often they tend to occur. However, if you've built up a settlement on Far Harbor's "The Island" and show up for a defense mission expecting a few Raiders or Ghouls, you're in for a world of hurt. Instead, you'll have to face waves of well-equipped Trappers or, worst of all, multiple Fog Crawlers (which are on the level of a Mirelurk Queen or Super Mutant Behemoth) backed up by Gulpers and/or Yao Guai who are attempting to destroy your Fog Condensers. Much more challenging...
    • If you build Raider Settlements from the Nuka-World DLC, it is possible for them to get attacked by a Brotherhood of Steel assault team with Vertibird support.
  • Sidetracked by the Gold Saucer:
    • 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 simply 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?
  • Signature Scene:
    • The Memory Den sequence where you relive Kellogg's life through a series of fragmented memories. Even the game's detractors concede it's one of the most interesting and best-written parts of the main questline, and it turns Kellogg (previously presented to the player as simply a cold-blooded mercenary), into one of the deepest characters in the game.
    • Both the arrival of the Prydwen above Fort Hagen and the Sole Survivor's arrival in the Institute are easily two of the most iconic moments in the game, with the former certainly aided in how it was featured in all of the game's trailers and advertising beforehand.
    • Relatedly, "Blind Betrayal" has been widely praised throughout the fandom for its clever writing, how well it plays into the game's themes regarding identity, loss, and personhood, and the fantastic voice acting from both Peter Jessop as Paladin Danse and Derek Phillips as Elder Arthur Maxson.
  • Squick:
    • You can romance some third-generation Synths - Paladin Danse, Magnolia and Curie - but it results in this trope due to the fact that all such Synths' biological components are based on recombined genetics from your son, making them technically your grandkids From a Certain Point of View.
    • The Bloodworms from the Nuka-World DLC 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.
    • In the Mechanist add-on, there is a Pre-War terminal in the Mechanist's Lair with an entry detailing how some Robobrain engineers made a brain-shaped birthday cake for their coworker, Halsti. The 'cake' in question wasn't a cake at all, but instead an actual brain that was covered in frosting...Unfortunately, Halsti had to find that out the hard way...
  • Strawman Has a Point:
    • Mayor McDonough is treated as an obstructive, oppressive jerk for kicking Piper out of Diamond City. However, she not only accused him of being a Synth without much evidence, but in general contributes to the paranoia gripping Diamond City and all the Commonwealth about Synths and the Institute, and is just shy of being a conspiracy theorist. He's also treated as a bigot for banning ghouls from the city, but Bobbi No-Nose tells you that he only put the law in place after one went feral and killed people, so McDonough's ban probably seemd reasonable at the time.
    • The game makes it quite clear that Synths are people — the Institute is the Big Bad faction, the Brotherhood's mission to wipe out Synths is one of their major flaws, and generally people who hate Synths are treated like bigots. However, it is demonstrated that Synths are extremely dangerous — no matter how clean their memory wiping is, there are remnants of buried programming that cannot be completely erased, which the Institute could hypothetically use to retake control of escaped Synths. Coupled with the Broken Mask Incident, where a crazed Synth murdered several people without warning, and the knowledge the Institute does pull a Kill and Replace on people to infiltrate towns and settlements and eventually attack them, people have very good reason to be afraid of and hate Synths.

    T-W 
  • Tainted by the Preview: One of the criticisms frequently given to the game is that the introductory quests don't properly represent the game as a whole. Your first assignment once you return home and meet Codsworth is to go to Concord, where you meet Preston Garvey, fight a Deathclaw using Power Armor and a Minigun, then Preston and his followers head to Sanctuary where they ask you to build them the things they need to survive, and Preston asks you to lead his faction and go aid a settlement that needs help. This can give the players the impression that the game is going to be full of mandatory radiant quests, focused on the settlement system where you have to micromanage settlers and resources, and the game is going to be easy since they just handed you Power Armor and a high-level weapon. All of these impressions are false — radiant quests are present but can be ignored and are mostly optional as usual, the settlement system can also be ignored if you so choose, and that Power Armor and Minigun are not as strong as you think due to needing resources to maintain (the armor) and rare ammo to use (the Minigun). The game is actually a Wide Open Sandbox focused on exploration and environmental storytelling, much as Fallout 3 was.
  • Take That, Scrappy!:
    • Zig-Zagged for the majority of fans who were annoyed with Elder Owyn Lyons abandoning the original tenets of the Brotherhood of Steel, which bit them. The fact that his successor is a deeply controversial Noble Bigot who a fair amount of fans view as a Scrappy in his own right make it a Be Careful What You Wish For moment. 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 annoyance.
    • The incredibly rude and infuriating Jezebel from the Automatron DLC is not essential, and can be killed by the player at any time after crafting her a body to progress the DLC's questline.
    • 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 wins in the end.
    • The only purpose of the pillory from Contraptions Workshop is to invoke this on whoever you feel appropriate.
  • Tastes Like Diabetes: 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. It's not considered a bad thing. This also makes Austin more sympathetic and players more willing to save him.
  • Testosterone Brigade: Due to her Adorkable personality and her Synth form being rather easy on the eyes, Curie has a lot of (predominantly male) fans that fancy her.
  • That One Attack:
    • While Raiders/Gunners/Super Mutants carrying Fat Mans and Missile Launchers are 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 Powered Armor when facing a Deathclaw. If you're not wearing it, they have a potential One-Hit Kill where they Neck Lift 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 One-Hit Kill move on you if you let it come within melee range.
    • Assaultrons are pretty bad, what with being Lightning Bruisers that can literally punch you to death in just a few hits, but you'll be okay as long as you keep your distance... wait, why did its head start glowing? Oh, and this attack is fatal if it does more than graze you for even 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 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 stimpaks 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.
  • That One Boss:
    • You will fight Kellogg (the one who killed the Sole Survivor's spouse and took their child away) during the main quest. Thanks to the Institute, he 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 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, 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 (with him even subtly mocking the idea of the Sole Survivor being able to talk him down in the first place). 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 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 Queens, especially the one fought at the Castle during "Taking Independence" (though there's also a few others found elsewhere, like at Spectacle Island or the Murkwater Construction Site). A Giant Enemy Crab to the extreme, she's at least five times 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 Mirelurk Hatchlings all over the arena. Even with Minutemen helping you and distracting her during "Taking Independence," she can easily take them out before focusing on you, practically forcing 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 the "Rite of Passage" sidequest.
    • The Concord Deathclaw is a divisive example, as even in your power armor with a minigun, you're likely to suffer your first few 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 Infinity +1 Sword of both the above pieces of equipment to provide A Taste of Power.
    • 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 Elite Mooks 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 both Jake Finch and the prisoner.
    • Sinjin, if you're trying to save 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 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 Splash Damage will destroy 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 Kent! You can scare the raiders off by dressing up and speaking as the Shroud (or a hard Charisma check), but that doesn't stop Sinjin from pulling the trigger. Alternatively, you can talk Sinjin into killing you first with an equally hard Charisma check, but then you have his entire gang to deal with. One way to cheese the fight, though, is to use the Syringer provided in the prior level and craft a Lock Join syringe to nail Sinjin in the head & potentially paralyze him (though it's a coin toss if it actually works or not).
    • Boomer, the Raider leader at Outpost Zimonja. He has a Powered Armor 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, 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 have the Master-level hacking perk, then pick up 3 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' Fog Crawlers aren't bad enough. She is always a Legendary which means she will heal to full after losing half their HP.
    • The Assaultron Dominator guarding the terminal housing DiMA's memories in the submarine base will likely be a significant challenge for any player not expecting them. Not only do you have the standard challenge of a cloaking, killer melee robot that can't be targeted in VATS, it always spawns as a Legendary enemy and it has to be fought in a relatively small room that makes it hard to maneuver.
  • That One Level:
    • The Glowing Sea. Not only is it a highly irradiated nightmarish hellhole of a Bleak Level (without Power Armor, you take 10+ rads/sec), it's also filled with nasty creatures such as Deathclaws, Radscorpions (who are 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 Radscorpions, Charred Feral Ghouls, Chameleon Deathclaws, Vampiric Bloodbugs, 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 Overlord wielding a Missile 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 .
    • The Financial District is this not because of its difficulty but because of how crash-prone this area is thanks to having two Mutant group spawn points in close proximinity to a raider outpost, which causes the game to load too much too fast which will either cause the game stutter to oblivion or downright crash. The problem was so bad, many mods were created specifically to remove the mutant group spawn points.
    • 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 (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 Rushing 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 That One Boss 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.
    • Unlocking DiMA's memories in the Far Harbor DLC. It's an Unexpected Gameplay Change that turns the post-apocalyptic RPG into a giant puzzle game for five long levels where you have to 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 Ratchet & Clank 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.
  • That One Sidequest:
    • "The Silver Shroud" for the most part is fun and easy as it's just shooting certain people and leaving a literal calling card behind... until you get to Sinjin. This Raider boss 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. Hope you've stocked up on Stealth Boys and/or Frag/Bottlecap Mines on this quest because you're definitely going to need them if you don't want to get bitten for your life.
  • They Changed It, Now It Sucks!:
    • 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 Master of All 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 
  • They Wasted a Perfectly Good Character:
    • The Survivor's spouse, who 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. 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 does allow you to have a heart-to-heart during the Institute ending, and Tony Amendola overall plays the role of Father quite well, but you're still ultimately strangers to each other. Heck, you'll probably end up more attached to your robot butler Codsworth than you will Shaun, since you can at least engage him in multiple involved conversations that have him showcase a lot of emotion and personality.
    • Shaun the Synth. There are numerous interesting aspects of this character: he is your character's son, a synth, a Replacement Goldfish, "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 get an opportunity to respond to) his philosophical musings.
    • Preston Garvey actually can be a likeable guy, but his tragic backstory is unfortunately undermined both by his mediocre voice-acting and how his suicidal despair is more directly told to the player instead of being better shown through his mannerisms. You're also given no chance to help him re-take Quincy and get justice for the people slaughtered there, which would finally let him put his Survivor Guilt to rest.
    • Both the potential player characters have this to a certain extent. 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... but both of these end up being rendered more or less completely irrelevant, getting barely mentioned after the intro sequence. There's so many potential perks and plot points that both backgrounds could've fed into that it can't help but feel like they were squandered as a result.
      • Since the Sole Survivor can be a pre-War veteran, it would have been a great opportunity for some former Enclave soldiers to make an appearance. The Enclave, being the descendants of those in the pre-War U.S government, would have been very interested in meeting a decorated war hero from the Old World. Even in the Far Harbor DLC, when the Sole Survivor actually does get to meet a former member of President Eden's Enclave at The Nucleus, there's still no options for the Sole Survivor to mention this part of their backstory to the ex-Enclave member in question.
    • Paladin Danse. To be clear, his plotline is very enjoyable. 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 after you convince Maxson to spare him, his role in the story is now over. Maxson exiles him from the Brotherhood of Steel, and there is nothing one can do to stop that. After this point, if you still 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. This means that Danse 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 (though any path that involves destroying the Brotherhood will have him refuse to work with you ever again, so you can't become hostile to the Brotherhood either). Dummied Out audio files show that 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 note .
    • There's also several interesting side characters that come across as great potential companions, like Hawthorne in Diamond City, Emogene Cabot, Cito, Erickson, and both Sister Gwyneth & Grand Zealot Richter from The Nucleus, but they just weren't used to their full potential and so they all serve only as rather colorful background characters instead.
  • They Wasted a Perfectly Good Plot:
    • The Gunners are a mercenary group that serve as one of the most powerful factions in the Commonwealth, control several areas of it, are considered to have training and numbers on-par with the Brotherhood of Steel, several major characters have history with them. However, there's no real story to them beyond flavor text, they're just like Talon Company from Fallout 3, Always Chaotic Evil enemies that serve as Elite Mooks compare to Raiders, and the player never has any opportunities to have meaningful interactions with them. Particularly, because they're the Arch-Enemy of the Minutemen, players felt they could have provided an "evil" storyline the player could join instead of the Minutemen, or that there could have been quests with the Minutemen striking back against them.
    • 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 realized 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 ... 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 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 Morality Chain? However, due to both it being a DLC and the obvious Fridge Logic of the Institute accepting a Synth as the Director and Shaun not deactivating you once you betray him if this is true, the idea is dropped as quickly as it is introduced.
    • As mentioned under They Wasted a Perfectly Good Character, both your spouse and Shaun are underutilized; what if Shaun were removed and the spouse was kidnapped instead? The basic plot would remain more or less unchanged and their reunion would have more impact - unlike with Shaun, they'd have a shared history. This would also give the player more freedom with their character, since the relationship wouldn't need to be a straight one. And even if the writers really wanted the "dead spouse" plot, Shaun is still not required - the killers could take the body for experimenting, keeping the revenge angle.
    • After killing Kellogg and seeing his memories, there is a brief moment where, somehow, Kellogg is able to take control of Nick and briefly interact with you. This presents an interesting source of drama for Nick and the player character; Kellogg is an experienced mercenary of the Institute, a man who has lived a long and hard life, and killed your spouse and took your son. The game easily could have had Nick struggle with the idea of his free will being taken from him, Kellogg trying to play the role of a Toxic Friend Influence on him and your player character, or even potentially allow for a side quest where you can decide if Kellogg should be purged from Nick, or even allow Nick to effectively die so Kellogg can live. Instead that single moment is the only time it ever happens, and it gets written off quickly with no follow up of any kind.
  • Tier-Induced Scrappy: As far as companions go, Dogmeat can be this, what with his tendency to run through your line of fire, getting in your way, and trigger traps because he can't use ranged weapons. He also doesn't have approval ratings so you can't get a free perk unlike most companions and unlike the previous games, you can't use him alongside another companion. All of this makes Dogmeat generally ignored once you get another companion.
  • Uncanny Valley:
    • 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 Blind Seer, but since she isn't one in the finished game, it just seems creepy.
    • Settlers can act quite unsettling whenever their A.I. bugs out (which is unfortunately often). They tend to stand in place staring at nothing and wander around town into dead ends before stopping in the middle of their walk, and most disturbing, new settlers to town will follow you around town trying to introduce themselves, but since you can't initiate dialogue while you're in workshop mode, this means they'll follow you and then just stand there smiling at you, not saying a word.
    • Like The Master in Fallout 1 before them, though, Institute Coursers are another deliberate example, as their awkward facial animations and intentionally monotone delivery makes them come across as something only doing an impression of acting human...and not really bothering to put that much effort into it anyway.
  • Underused Game Mechanic:
    • The Sole Survivor's followers actually talk to each other, which hasn't been done since Fallout 2. Unfortunately, unless it's related to certain quests, it only happens when the player is exchanging one follower for another. It would've been a great opportunity for them to at least have conversations with one another when they were at, say, the same settlement, or comment on other companions' affinity quests and the like.
    • A more downplayed example, but 4 greatly expanded on security terminals in comparison to both of its predecessors, allowing for a lot more opportunities to use local Protectrons, turrets, and spotlights (among other measures) against enemies thanks to the Total Hack holotapes. Unfortunately, the game's more realistic level design makes it so that one is most often only able to access the terminals in question after they've already cleared out the Protectrons/turrets/spotlights/what have you, making the aforementioned holotapes pretty useless the majority of the time.
  • Unintentionally Unsympathetic:
    • 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, both of which are certainly honorable goals. However, for security they have all Synths they free to be mind wipednote  and undergo plastic surgery to take on new identities without the knowledge they're even Synths, an act that DiMA in Far Harbor directly compares to murdering the original Synth and replacing them with someone new. Even if one doesn't view it that way, the Synth is still sacrificing all that they are to be free and never have the chance to be themselves without hiding in fear. Furthermore, once a Synth is free, the Railroad tends to take a hands-off approach thanks to their lack of resources; they offer little support to the Synth other than getting them out of the Commonwealth, at least one Synth they liberated turned evil and become a very dangerous Raider boss, and many others have suspicions or vague memories of their true nature, and it is shown that when a mind-wiped Synth learns they're not really a human, it is universally traumatizing for them. Finally, the Railroad wants to destroy not just the Institute, but also the Brotherhood of Steel for their anti-Synth ideology, and they refuse to work with the Minutemen because they believe they don't care about Synths. Overall, the Railroad has a nasty case of tunnel vision focused only on freeing all Synths at whatever the cost, their methods can destabilize the Commonwealth worse than ever, and they seem to have little interest in cleaning up the messes they leave behind.
    • 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 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 Anti-Villain, 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 What the Hell, Hero? on the player invading his home and killing his friends, it rings extremely hollow after how he's acted like a Card-Carrying Villain before now.
  • The Un-Twist: In Diamond City, you'll have the mayor pegged as a Synth just after hearing his speech where he proclaims "I am not a Synth" ala Richard Nixon. Sure enough, he is.
  • Visual Effects of Awesome: While the game is overall quite pretty but still nothing exactly jaw-dropping for the most part, the incredibly fluid and detailed animation for the creation process for Gen 3 Synths in the Institute is absolutely gorgeous.
  • What an Idiot!:
    • Why, yes, Miranda Song. 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. Emphasis on "tries".
    • Parker Quinn, the smooth talking 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 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 not the best judge on others to say the least, but the sheer 180 recklessness of this is one of the ways to infiltrate the Institute to blow it up from the inside-out. Good going, Father.
    • If you are the general of the Minutemen and opt to take the open season quest ASAP, then Porter Gage might qualify, as he has dialouge in Fizztop Grill acknowledging that you are in fact the leader of the Minutemen, the group dedicated to opposing raiders. To put this in perspective, imagine if the Nazi Party got fed up with Hitler's incompetence, so they assassinated him and abducted General Eisenhower of all people to replace him, plopping the guy right in Hitler's chair without ever thinking to ask his thoughts on the matter.
  • Win Back the Crowd:
    • 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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