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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.
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  • Accidental Innuendo: Nick gets a particularly good one when you first meet him and clear the first three mooks afterward:
    Nick: Hard and loud, huh? Well, gets the job done. You gotta feel bad for whoever's cleaning the floors, though.
  • Alternative Character Interpretation:
    • The Sole Survivor speaks in somewhat halting, short, and uncomplicated sentences. "I'm from before the War." "Yeah, 200 years ago." He/she doesn't respond to much and often only shows emotion about specific subjects (like their son). It's very possible they're suffering from some sort of stress-related disorder or emotional shock. Which, given events, is only understandable. It helps that there could be other reasons to contribute to their emotional shock such as the husband being a US Army combat veteran and the wife having some sort of postpartum depression.
    • Is Arthur Maxson just a kid in way over his head? He took power at the age of sixteen, only a few years after the loss of all his mentors from earlier in life. It's only been a handful of years since then. A lot of his aggressive leadership style and decision making can be explained by him trying to prove he's strong enough to lead to the far more experienced people surrounding him.
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    • Is Piper's reporting to the benefit or detriment of the Commonwealth? Her style of journalism is frequently inflammatory and is likely as much to blame for the citizens of Diamond City jumping at every mention of the word "Synth," if not more, than actual Synth infiltration. In spite of there being Super Mutants, organized Raiders and the Gunners right outside their doorstep (who have been said to attack), Piper focuses all her energy on one danger which occurs rarely. In addition, rather than trying to find solutions or determine the underlying basis of her story, she incites people in her generic dialogue with leading questions. (The abductions besides Synth-replacements aren't elaborated upon in-game and it's left ambiguous how much is due to the Institute, given that the Gunners also abduct people.)
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    • When you first reunite with Codsworth, at first, he appears to be completely oblivious to the nuclear destruction around him, just like almost every other robot in the Fallout series. However, after a brief conversation, he breaks down sobbing, admitting that he was fully aware of the war and pretended that nothing happened as a coping mechanism to his loneliness. Is Codsworth one of the few robots in the Fallout universe cognitive enough to realize the end of civilization, or do all robots put up a similar oblivious facade to cope with the loss of their masters?
    • All of the Factions are subject to this and actually is getting dissected pretty thoroughly in fandom. It even gets expanded on with Far Harbor and Nuka-World.
      • For example, The Railroad can come off as 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 a immediate MemoryWipe make them little better than the Institute. Equally valid, many players see them as lovable misfits, liberators of synths, and a counter to more destabilizing factions such as the Institute. Still others believe that depending on the player’s actions there is room in the Commonwealth for both human and synth focused organizations.
      • Another interpretation is that all these factions having a 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.
    • Mama Murphy is portrayed as an aging hippie who can use chems to power "the Sight," giving her extrasensory perception. However, she's noticeably traveling with people who haven't known her very long (and whom she's constantly hitting up for drugs, despite them all being refugees whose only possessions are those they can carry) and tells some highly unlikely stories about her youth (including killing a Deathclaw with one bullet). She could just as easily be cast as a wandering drug addict and pathological liar who will do or say anything to get another fix, moving on when she's inevitably ejected from her current gang.
    • Likewise, Preston Garvey's first response to seeing a disoriented stranger in a vault suit is ask for a favor. His interest in the Sole Survivor rises precipitously when he discovers they may be the only adult in the Commonwealth who hasn't heard of the Quincy Massacre. Running one or two favors for nearby settlements quickly turns into rebuilding the Minutemen, with the Sole Survivor nominally in charge but Garvey calling the shots while doing none of the legwork. It's all too easy to see the Sole Survivor as Preston Garvey's patsy to rebuild the organization he always dreamed of leading.
  • 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 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 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:
    • One complaint about the game is a lack of any real "evil" path through the game, with most quests largely being about helping people. The Nuka-World DLC gives players the option to be a real evil bastard if they want to, with the ability to join up with and run Raider gangs that function much like settlements. Of course the flip side of this is your only option is being a Raider Warlord or killing every single raider in the park (and we mean all of them) so it's not a complete fix.
    • Another complaint is that people find it unrealistic that after 200 years the world is still hardly any better off than it was during the first installment of the Fallout series. The settlement system gives the player the chance to help fix just this one corner of the U.S. themselves and see exactly the sorts of difficulties that the people of the post apocalyptic world of Fallout has to face to do that, and that's after it's been filtered through gameplay induced Acceptable Breaks In Reality such as the ability to build things instantly.
    • Porter Gage seems deliberately crafted to avert most of the annoying things about the Token Evil Teammate: 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.
    • 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; they're still brutal and violent, but they are much more intelligent and competent. Through holotapes and conversation with Strong, it is also demonstrated they follow a chain of command and have a code of honor among themselves. This isn't considered a complete fix though, since every supermutant you encounter is still this universe's equivalent of orcs.
  • Base-Breaking Character:
    • Is Arthur Maxson an I Did What I Had to Do Well-Intentioned Extremist who is taking the Brotherhood down a path which was necessary given unknown events? Is he a Principles Zealot, The Fundamentalist, and an In the Blood Noble Bigot who restored the Brotherhood to the way it's "supposed" to be because of his heritage? Is he just extremely misguided, believing this is the only way forward even if it got the western Brotherhood of Steel destroyed? Reading the terminal of his backstory gives more skeptical players a sense he might be a Fake Ultimate Hero given his achievements sound extremely dubious. Likewise, he was appointed by the western Brotherhood of Steel, who were adamantly opposed to the policies of Elder Lyons, which may make him nothing more than their puppet.
    • Travis, the DJ for Diamond City Radio, is an interesting case. It all depends on whether you did his quest or not. If he is still a nervous wreck, you either find his Adorkable announcements endearing or annoying to listen to. Likewise, if he becomes more confident, you either think that his character development makes him more interesting than Three Dog and Mr. New Vegas or just a bland generic DJ.
    • Out of all the companions, Strong has gathered a rather mixed reaction from some players, some hate him for 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 unintentionally hilarious with his bloodlust, or for the fact that while he's a typical Super Mutant, he gives out unexpected insights towards typical Super Mutants in the Commonwealth and being ironically different from other Super Mutant party members.
    • Lorenzo Cabot: Is he as much of a violent threat as Jack Cabot described, or is he a victim of his overbearing, exploitative family? While he's clearly threatening, the extent to which it was moral to free him is left ambiguous, not helped by the frequently contradictory hints dropped about his true nature.
    • DiMA: Is he a wise leader, doing what needed to be done to protect his people and the general peace? Is he a good person who, despite his calm facade, unfortunately makes rash, emotional, and sometimes immoral decisions when he feels cornered? Is he a self-justifying monster, who commits terrible crimes for "the greater good" and then abandons his own memories of the crimes so he doesn't have to feel guilty? It's especially disturbing when almost immediately after he expresses seeming regret over murdering and replacing Captain Avery, he suggests doing "the same trick twice" with Confessor Tektus, suggesting that while he does realize how bad his crimes are, he also has no plans to stop and continues to see them as Necessary Evils.
  • 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 and contradicted by many different things throughout the base game - though it has resulted in lots of Epileptic Trees.
    • This also hangs a pretty big lampshade on the player starting the game on the day the bombs fell, followed by the cryosleep, meaning the player's memories fit conveniently into the false memory narrative.
  • 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. Of course, Fallout 3 system was tone-based as well, just not visibly marked as such.
    • Although the new power armor mechanic was generally well received, there are two points that divide the fans about it in particular:
      • Fusion cores. For some people, the fact that they run out (faster if you sprint), ruins the power armor because you not only can't abuse it, but you also need to be on the look out for more when they run out, even with the Nuclear Physicist perk.
      • The fact that you can acquire a full set of power armor plus a minigun with lots of ammo right in the 2nd mission also bothers some people. The ones who don't have a problem note that said minigun runs out of ammo very fast, and that the armor won't carry you through the whole game without upgrades. It should be noted that the reason both of those items are weak are for balancing purposes because they are found so early. Compare that to the first two Fallouts, were Power Armor was end game gear and the best armor you could find. It gives older players the impression that Bethesda wanted new players to see how cool the series is by giving them cool toys without having to work for it.
    • The game features many self-deprecating 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, 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 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 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 comes at the expense of depth, leaving the game feeling shallow and boring.
      • Not helping this debate is the fact that Fallout New Vegas's base game had only slightly less quests in total than Fallout 4 with all DLCs installed, leading some to point out that New Vegas in 18 months of development gave more quantity *and* quality then Fallout 4 did with 8 years of dev time for the base game plus the additional year of DLC development. There's also been more than a few times that the main plot of 4 is described as being New Vegas' but arguably toned down. Though some do consider 4's plot better for being more streamlined than NV's.
  • Complete Monster: 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.
  • Crosses the Line Twice: This game has one of the most cheerfully offensive features outside of outright Grossout Show games: A perk that turns your character into a high-functioning Idiot Savant, in so many words. Every time its effect occurs, it plays a derpy giggle, and its icon is Vaultboy with Fish Eyes.
  • Contested Sequel: Fans are divided about how it compares to Fallout 3 and Obsidian's Fallout: New Vegas. It's generally agreed that the combat system is improved, including a better sense of challenge, and the equipment crafting system is great, while the quest design, dialogue system, and story are restrictive and dull; settlement building and management, the voiced protagonist, and changes to the menu interfaces, are more contentious depending on who you ask.
  • Crazy Awesome: Hancock and THE SILVER SHROUD. And of course you can play your character this way, as per usual in Fallout games.
    • Even better, you find a Gronak costume and his axe in an associated quest. With a companion, that makes TWO comic book characters come to life roaming the Commonwealth righting wrongs. With the DLC, you can add the Mechanist to the lot. At that point your party looks more like a cosplay convention with three superheroes, a Synth Detective, a Brotherhood of Steel Paladin, an Instiute Courser and a Super Mutant Berserker, all inexplicably working for the same side.
  • Darkness-Induced Audience Apathy: 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 begtween 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 and even MORE 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 put a metric fuckton of pain, not only hurting you but also adding radiation damage to make sure it hurt.
    • Nukatrons, protectrons armed with weaponized Nuka-Cola Quantum, easily the worst robot just below sentry bots and assaultrons. Their explosive projectiles deal massive damage even through maximum upgraded power armor and has surprisingly long range. Thankfully, they're only slightly tougher than your average protectron.
    • Cave Crickets, giant crickets who're as tough as Radscorpions and can run very fast. Not to mention they often come in packs.
  • Designated Villain: The Brotherhood of Steel. Ever since their first appearance (in which they did nothing but defending themselves from ferals), natives look at the BOS with disdain as if the natives, including Preston, are xenophobic. Even when they're told to be militaristic, they did not, at all, antagonize the locals (the worst being asking for farm supplies, but they never did that outside of the quartermaster's quest). Maxson's speech even shows what definitely is that The Extremist Was Right.
  • Ear Worm:
  • Ensemble Dark Horse:
    • The Silver Shroud character seems to be getting a lot of love due to his Large Ham tendencies and being a parody of superheroes in the 40s and 50s such as The Spirit or The Shadow.
    • 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.
    • Despite one member not being well liked because he constantly gives you tedious quests, the Minutemen as a whole are the most well-liked faction, even though they're the least involved in the storyline, due to them introducing the settlement building mechanics in the game, having the most broadly altruistic goals of the four major factions, and proving quite capable despite their limited resources. Finally, completing their questline earns them and the player a cool headquarters at Fort Independence and the very useful ability to call in artillery strikes.
    • "The Grenade Guy", an unnamed, unseen NPC mentioned by Raiders in idle dialogue at various locations. He's some kind of delusional Michael Winslow-esque lunatic who escapes from numerous life-or-death encounters by making sound effects, leaving his enemies confused and disoriented so he can escape. Some players are actually dismayed that the Grenade Guy does not actually exist in-game, because they'd like to meet him.
    • KL-E-0, the assaultron shopkeeper in Goodneighbor, is surprisingly popular. She has a brief conversation with you, and other than that she acts like any other merchant. But the sheer levels of personality have won her quite a few fans. Some would even like to romance her.
    • The Atom Cats greaser gang have some love among the fandom due to their specialization in power armor and being one of the friendlier factions in the game aside from the Minutemen.
    • Pickman, a Serial Killer met during a particular quest, has a significant fan following, likely thanks his polished, handsome outward appearance and oddly charming demeanor. The fact that he only seems to prey on Raiders makes him more of a far more sympathetic Serial-Killer Killer.
    • Erickson from Far Harbor. Being another nice, intelligent Super Mutant that you can reason with ala Marcus and Fawkes is probably one of the key things why many like him, with some wishing that he was a companion.
    • N.I.R.A. from Nuka-World for unexpectedly having a Split Personality between being a cheerful robotic tour guide to a foul-mouthed, violent, and rude insane robotic raider. Some wish she was more involved with the story.
    • Also from Nuka-World: RedEye, the DJ of Raider Radio, is well-liked for being a Laughably Evil Large Ham who's voiced by none other than Andrew W.K..
    • 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.
  • Evil Is Cool: The Institute has already generated a large number of fans with its Ray Gun Gothic utopianism and Pragmatic Villainy.
  • Evil Is Sexy: Mags Black, the leader of the Nuka-World raider group the Operators, won a lot of fans from her first appearance in the trailer, sporting an unusually high-class look for a raider, and a smooth voice. A lot of players wished she could have been a companion. Doesn't hurt that her voice actress is the English voice of Fubuki.
  • 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, and Paladin Danse and Hancock are the preferred male companion choices. Nick Valentine and Deacon are also very popular choices, despite not being romance options in-game.
    • There's also a variety of non-companion Non Player Characters that fans feel should've been companions/romance options, like Fahrenheit and KL-E-0.
    • Curie's accent and adorable naivety - not to mention her tendency of geeking out about any scientific wonders, also makes her a popular choice.
  • Fanfic Fuel: The Eastern Brotherhood of Steel reverting to a "traditional" mindset, plus a lack of concrete details about the current goings-on in DC, leaves plenty of potential on the fate of the Lone Wanderer and the Capital Wasteland as a whole.
    • Nick Valentine, a seasoned Hard Boiled Detective and Generation 2 Institute Synth, who's made many friends and enemies across the Commonwealth.
    • Deacon's extremely ambiguous identity, coupled with his intense amount of consummate lying about his past leave a lot of open interpretation about how many adventures he's had.
  • 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.
  • Game-Breaker: Check the page.
  • Goddamned Bats:
    • Landmines return and are just as annoying as they were in Fallout 3.
      • They're arguably worse now. They beep much faster than in Fallout 3, and they're harder to see, making it more likely that players will panic and fail to disarm them in time once they countdown begins.
    • Mole rats, radroaches, and baby mirelurks are now very annoying to deal with since in addition to their normal damage, they also cause radiation damage which lowers maximum health. Thanks to the dodgy aiming, you'll be relying on VATS to deal with them, which gets old fast. Mole rats also burrow constantly, and baby Mirelurks never drop any loot.
    • Similarly, Feral Ghouls have also been beefed up this time to make for even bigger nuisances. Like with the above they can also deal rad damage, move at a lightning pace, like to flop and tumble around to throw you off your aim, and usually attack in large numbers.
    • Bloodbugs and Bloatflies fly around, making it annoying to get a hit on them. The former even causes 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 Securitron robot 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 Securitron overheats, making targeting it nearly impossible.
  • Hilarious in Hindsight: The infamous "Shaun" glitch in Heavy Rain becomes especially hilarious now that this game is out and the protagonist spends a big part of the game searching for their son, Shaun.
    • Made even more hilariously as a mod now syncs that clip into your dialogue options.
    • Possibly a Good Bad Bug since you can potentially get quite a few BOS T-60 components out of the encounters without angering the Brotherhood in the process (so long as you don't join in).
    • Remember that 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.
    • It's hilarious, in a darkly ironic way, that Nazi killer extraordinaire, B.J. Blazkowicz has the same voice actor as Brotherhood of Steel Paladin Danse.
    • In Fallout: New Vegas one of Tabitha's Black Mountain Radio ramblings warn mutants about the dangerous "Battle Cattle" which is not only hammy but also funny in an Inherently Funny Words kind of way. In Fallout 4, one random encounter has synth infiltrator infiltrating your settlement... as a Brahmin.
      • Adding to the humor of this is what happens rarely if said synth-Brahmin is provoked into attacking and (somehow) has an Institute laser weapon in their inventory - due to a modeling glitch, the weapon's discharge comes out of the rear of the Brahmin. Yes, you now have a laser-farting two-headed robot cow.
  • Heartwarming in Hindsight: One of Nick's passive dialogue quotes, now that the Nintendo Hard Survival Mode is in play:
    Nick: You good to keep going? I don't sleep or eat or anything like that, but if ya need to, you do it.
  • 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 were likely 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. Conservatively, it only takes around three hours to complete the associated missions and unlock the full range of crafting schematics.
  • It's the Same, Now It Sucks!: Quite a few fans were not pleased 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 spoilering 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.
  • Jerkass Woobie: Cait is a downplayed version, in that it's the Jerkass part that's debatable; most of her more ruthless personality traits are due to being high on Psycho. While she is quite suspicious of the Sole Survivor's motives in getting her approval early on (due to her rough life), she warms up to the player quite a bit. A straighter example is Kellogg. When you go through his memories, we dare you not to feel a little sorry for the old bastard.
  • 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:
    • There are over a thousand names recorded for your PC. Yes, even names like "Fuckface". People had a field day with that one.
    • In a meta sense, Todd Howard saying "It just works" during the Fallout 4 demo has spawned several memes regarding him lying through his teeth yet again, considering what previous Bethesda Game Studios games were infamous for.
    • There is an unwritten meme that seems to be carried over from New Vegas. Every time a person says "X, X never changes", another person will respond with: "But Y do, through the roads they walk."
    • The very mention of the Sole Survivor (both male and female) having an amazing butt has become this thanks to the trailers providing us with multiple gratuitous ass shots in form-fitting vault suits.
    • "HATE X", based on a conversation with Piper where you have the options "Hate Newspapers" and "Love Them", is used to make fun of the way the new dialogue system shortens choices to a few words.
    • Due to the fact the Sole Survivor's son tend to be ignored completely by the players, many have said that Dogmeat makes a better son than Shaun
    • Due to the face sculpting feature being very precise and varied, many people have made the player resemble known celebrities in real life.
    • Many, many jokes have been made about Paladin Danse looking like Buzz Lightyear and/or sounding like George Clooney. There's even a mod on the Nexus to turn his power armour into a Buzz Lightyear replica, along with Preston Garvey as Woody.
    • "You know who would do/say ______? A synth!" took off thanks to various wastelanders accusing others of being a synth due to often highly dubious reasons.
    • You can make your character wear a variety of fedoras and trilby hats, some of which can actually increase your charisma and thus, help you with romancing the ladies. Given the fact that in real life, these hats are mostly the object of mockery, some fans are having a ball with that.
    • Everything Preston Garvey says seems to be becoming a meme. Usually three types:
      1) "I've heard of a settlement in danger..." (or some other variation of his sidequest-giving lines).
      2) "At least it's not raining."
      3) "Babe."
    • Preston in general has become this, for just how unrelenting his drive to cram missions into your quest log is. He is seen as such an annoyance that player's find many amusing and creative ways to imprison or exile him in an effort to escape his ceaseless barrage of timed quests. While a patch later fixed Preston's incessant quest giving, the poor guy is never going to live it down.
    • Nick Valentine: part time detective, full time savage. Named for his incredibly snarky responses every time he's insulted.
    • The sheer amount of characters being voiced by Brandon Keener has lead to the expression "Garrus is everywhere".
    • One comment on YouTube for the Far Harbor trailer once described the DLC as "FAH HAHBAH". Yes, it's supposed to be in an accent.
      • It doesn't hurt that the player character will pronounce it with the same accent, if you choose the "Sarcastic" option when reporting back to Ellie at the end.
    Sole Survivor: I have been declared king of FAH HAHBAH.
    • REPEAT, WILL YOU COMPLY?
    • In Nuka-World, there's a location called Dry Rock's Gulch. Greeting you there is a Protectron called Sheriff Eagle. His line is pretty normal... then someone on the YouTube comment section made it better.
    Sheriff Eagle: Howdy partners! Welcome to Dry Rock Gulch, where it's always high noon!
    McCree: (Deep Breathing)
    • "Would you die for your fellow man, even if he was a synth?". Jokes about synths in general are pretty common, due to the large role they play in the game's plot.
    • The Vault-Tec representative saying "I'm gonna stop you right there", commonly used as either a reaction image or a snowclone. He never says this ingame, though.
    • Providing the options "YES", "NO (YES)", "SARCASTIC (YES)" when referring to the conversation system.
  • Moe: Curie, oh so much, especially with that gentle French accent of hers, soft-spoken demeanor, and generally Adorkable personality.
  • Most Annoying Sound: The sound that plays every time the "Idiot Savant" perk triggers has been deemed so obnoxious by players that on day two after launch, a mod was made to mute the "derp" sound, leaving only a rimshot.
    • With the crafting system making it much more important to pick up objects lying around, having your companions constantly chiding you for picking up "junk" gets annoying very fast.
    • The Fat Man's Bomb Whistle, if you are not the one firing it.
    • The BWOONG! sound every time Grim Reaper's Sprint triggers. Especially since it's abnormally loud.
      • Download a mod sometime that lets you activate all your perks, and between Nerd Rage, Grim Reaper's Spirit, Idiot Savant and Fortune Finder, the amount of random noises you will hear during a three minute battle will make you lose your ever-loving mind.
    • The BoS squire you escort, whenever you take the BoS radiant quest "Leading by Example", for being incessantly chirpy out of combat. You can even lampshade it yourself after completing the quest by speaking to Kells, complaining about how annoying the squire is.
    • With the Automatron DLC, Ada whenever she's not your companion tends to jabber incessantly whenever the player is anywhere near her. Yes Ada, we know you've never lost anyone before, just like the LAST 50 times you said it.
    • It can also get tiring having to listen to the generic Settler NPCs that populate your settlements gripe about food/water shortages or limited number of beds, even when all three are plentiful in the area. They might even say "I'm just so hungry... all the time!", even when there's a perfectly good crop waiting to be harvested just behind them.
    • Radio Freedom. Even if you installed the patch that reduces the number of radiant quests spawned by the station, the constant violin/fiddle music is guaranteed to make you sick of the whole station after listening to it for 10 minutes straight.
    • When the USS Constitution is within visual range, your companion will remark on it. Wouldn't be bad at all, exept there's a bug that makes them repeat it over, and over, and over, AND OVER. Even Curie's otherwise Adorkable naivety will wear on you after hearing "The boat. It is on the building. That is the USS Constitution. Mon dieu." for the 500th time.
    • Raiders in Nuka-World have a very limited range of generic quotes, leading to a major case of Welcome to Corneria.
    • "What I wouldn't give for a gun, right now! What I wouldn't give for a gun, right now! What I wouldn't give for a gun, right now! What I wouldn't give for a gun, right now!"
    • The Nukatrons from the Nuka-World add-on have a small TV screen on them that endlessly plays the "Park Safety Rules" video over and over. If you've decided to make a whole bunch of Automatron companions with Nukatron torsos (which are very cheap to make compared to other models), you'd better get used to Cappy and Bottle's voices, because you're going to be hearing them a lot.
    • There's also the S. Boston Military Checkpoint, which has loudspeakers that play an old Pre-War broadcast on loop for all eternity. Even the characters in the game are annoyed by it.
  • 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. Nothing's more satisfying then knowing that you are getting stronger.
  • Narm:
    • Despite being set up as a serious personal antagonist to the player, the fact that Kellogg shares his name with a brand of cereal means that cereal jokes were inevitable, including a mod that literally reskins him into a box of corn flakes.
    • One moment specific for Spanish players happens while searching for Kellogg. You find a dying Assaultron that utters the phrase "I can't feel my legs". The sentence itself, and the way the Assaultron pronounces it, are very reminiscent of an old comedy sketch, very popular in Spain, that parodied 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").
    • 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.
  • Nausea Fuel:
    • 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.
  • Paranoia Fuel: It is entirely possible for Institute synths to sneak into your settlements and wreak havoc. After it happens the first or second time, you may find yourself compelled to check every settler in VATS for an unusually high level of energy resistance.
  • Player Punch:
    • The game is not kind to characters from Fallout 3.
      • Do you remember those Children of Atom guys? How nice they were despite their Cloud Cuckoolander 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 the game helping the Brotherhood of Steel, led by Elder Lyons, save the Wasteland from the Enclave? Fallout 4 BoS is now also actively subjugating settlements into their new nation.
      • Owyn Lyons is dead, and so is Sarah.
    • If you join the Railroad, you will have to infiltrate the Cambridge Police Station as one of the ending quests. One of the people you have to kill is Scribe Haylen, the friendly girl who was nice to you when you met with her, and was 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, especially if you decide to go for the option to try to appease all three factions.
    • Joining up with the raiders in Nuka-World will cause Preston Garvey to deliver a massive 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 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.
  • 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 players from taking vengeance for making them suffer throughout Little Lamplight).
  • Ron the Death Eater: As was the case with Skyrim's civil war storyline, lines are already being drawn in the sand with people picking their favorite faction and demonizing the others. The exception is the Minutemen, who get off relatively unscathed from these debates (it probably helps that the Railroad, Institute, and Brotherhood can ally with them in some capacity, and the Brotherhood and Institute will never attack them until the player is an enemy of the Institute or Brotherhood)
  • The Scrappy:
    • Good luck finding anyone who likes Marcy Long, Sanctuary's resident bag of complaints and an Ungrateful Bastard who complains after you rescue Preston's group. All her dialogue consists of either whining, or acting like an abrasive jackass, leading many to want to either kill her or exile her from Sanctuary. Lest you blame it on post-traumatic stress disorder, you can find the Longs' old store in Quincy; an entry on Jun's terminal reveals she was like this even before they were forced to flee and lost their son.
      • With the Nuka-World update patch (AKA Patch 1.7 (or Patch 1.0.9 for Playstation 4 players)), included in the patch notes is this fix: Jun and Marcy Long are no longer essential after completing "Sanctuary". Meaning that those who dislike Marcy can finally put her in what many deem to be her rightful place - the grave.
      • As a final bit of evidence to how little she's liked, nobody will attack you if you just walk up and shoot her.
    • Preston Garvey himself is this to a fair share of the fandom, since he constantly gives timed radiant quests (rescue kidnapped settler, clear out new settlement, clear out ghouls/muties/raiders) and will immediately provide new ones upon completion (even as you're trying to turn in the old quests or talk about story-related ones), which wears its welcome out very quickly. You can avoid this by not talking to him and exiling him to a far away settlement (radiant quests that you've finished but not turned in will eventually "expire" and be flagged as complete), but that means every time you go to that settlement you're at risk of being bombarded with more quests. It doesn't help that many find his personality bland because he's way too much of a Nice 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.
    • Dogmeat can also be this, what with his tendency to run through your line of fire, getting in your way, and trigger traps.
    • Although it's not really his fault, a lot of players feel a serious urge to bash Drummer Boy's skull in every time they fast-travel to Railroad HQ, only for the guy to immediately run up to them and announce that Desdemona / Tinker Tom / Doc Carrington / P.A.M. need an errand boy for yet another repetitive radiant quest - again. It's telling that many who side against the Railroad make a beeline for Drummer Boy before they turn their attention to the much heavier armed members shooting at them the whole time.
    • Jezebel from Automatron exists for two reasons. Plot-wise, she gives the player insight into why Robobrains are hostile to humans. Mostly, though, she's there to be a total asshole whose primary directives are rudeness and uselessness, since she can't serve as a companion and can't be put to work on many settlement duties. Thankfully, she is not and never was essential, so the Sole Survivor can terminate her sorry ass as soon as she's gotten a new body (and if you do so in front of Codsworth after she insults him, you'll earn his approval).
  • Scrappy Mechanic:
    • The new dialogue system has been negatively received by just about everyone, due in part to the extremely simplistic choices. Because the response choices often have vague one to three words descriptions, you rarely have any idea what's going to come out of your character's mouth, which is most often something you did not want to say. The best example of this is the "SARCASTIC" option that pops up a lot, which apparently translates to anywhere from "affably snarky response" to "personal insult." For the most part, no Investigate option like in Fallout 3 or New Vegas exists, and as a result learning more about the world is much more difficult. It doesn't help the Sole Survivor isn't exactly emotive either. Nor does it help that the person you're talking to can simply wander off mid-conversation, cancelling out what you were doing. Another problem is that there can only be 4 dialogue choices, which leads to either not having enough options to pick from or three of the responses more or less being variants of one another. Adding to the over simplicity is that Charisma is the primary stat for swaying dialogue as opposed to the previous games allowing multiple different options. As a result, you're generally only able to manipulate conversation based on persuasiveness, rather than any other stat/perk like Medicine for assessing injuries or Intelligence/Repair for safely operating machines. Todd Howard even admitted in a post-release interview that the system had problems.
    • The way Stimpaks work is completely different from all other games in the series (except for Hardcore mode in New Vegas), with them healing over time as you exit your PipBoy's interface, meaning that you can die as you are healing- pretty much the only way to instantly 'heal' is to consume the addictive chem Buffout, which gives a buffer zone of extra HP. What's worse, they heal based on a percentage of your health now- the default is 30%, which can be increased to 100% with the Medic perk in the Intelligence tree- at Level 49. Meanwhile, Mirelurk Cakes heal almost 200 HP with zero rad dosage, and a Nuka-Cola Quantum can heal 400 HP right off the bat, with a comparatively merciful Rad dosage with Nuka-World adding mixing recipes that have no rad and can even cure them. To top it all off, using a Stimpak also plays an animation of them injecting the stuff into their body, which cannot be canceled and prevents the player from sprinting or undertaking any other action at the same time unless they are wearing power armor that uses stimpaks for them.
    • Interacting with followers is notoriously clunky and annoying. They can be commanded to attack enemies or search for items, but in order to enable that, they must be approached and talked to, there is no way to remotely trigger it which becomes annoying in combat, as it becomes a game of "find follower, press A/X, hover icon over the target, press A/X again", all while getting shot at. In addition, trying to talk to them to trade is frustrating as they all (Dogmeat especially) have a tendency to wander off mid dialogue (even the dialogue options for trade/stay, etc don't appear unless they are facing you and you are staring them in the eye) and there is no map marker to find them if they are commanded to stay or combat separates you.
    • How the game handles armor can be rather baffling. Basically, there are two types of normal armor. Modal clothes and non-modal clothes. Modal clothes let you equip extra armor pieces over them, while non-modal clothes don't. Non-modal clothes tend to have a stat buff to make up for the loss of the extra armor pieces, but they tend to just be +1 to a special stat which is rarely worth the loss of defense and extra effects you can get from the modular armor pieces. Beyond that, the modal clothes tend to be rather flat and featureless, to allow the to mesh better with the armor pieces, while the non-modal clothes tend to be more visually interesting. To counter balance this, the game does have a way to upgrade non-modal clothes, except A:you have to do quests for the Railroad faction to unlock this ability, and it is possible to permanently lose the unlock if you destroy the Railroad before getting it, if you work for another faction, and B: not all non-modal clothes can be upgraded, with little rhyme or reason as to what is allowed to and what isn't. For instance, a cocktail dress can be upgraded to give more protection than power armor, yet the jacket you can get that looks like Preston Garvey's jacket cannot. It's frustrating to say the least.
    • The annoying ability for all Legendary enemies to mutate when they reach half health unless you manage to hit them hard enough to actually kill them, causing them to regenerate to full health on top of making them stronger and very likely to kill the player. Fortunately, while their health regenerates, any crippled limbs they may have suffered will remain.
      • The fact that Legendary robots explode like a mini-nuke upon death. Not so much for the damage they can cause, but for the fact that if they're encountered outdoors, the explosion can launch their remains absolutely anywhere, forcing players to comb the countryside for the unique weapons and armor they carry.
    • Holotapes, skill books, keys and notes are all stored in the Misc tab now. Found a holotape but wanted to play it later? Hope you're not carrying a bunch of other holotapes, notes, keys and skill books, and that you remembered its name, because it's not going to be marked in the inventory screen.
      • Speaking of which, unlike in Fallout 3 and New Vegas, keys are not added a keyring, and have their own separate item slots. This quickly leads to keys cluttering up the Misc item category, making it even more difficult to navigate. They cannot be dropped or stored away either.
      • It's not just Misc either. The way each item category holds several different kinds of items, without an option to sort them by sub-category, makes organizing things a little more confusing than it needs to be. For example, Aid holds cooked food, radiated food, medicine, alcohol, and chems, all lumped together into one list. Similarly, Weapons holds firearms, melee weapons, throwables, and mines, all lumped together. Being choosy about what you pick up can help, but only so much.
      • What makes finding weapons even more impossible is that they now can be modded, and their names change to reflect these modifications. The problem here is that often, the mod name is the first in the auto-generated string, with the weapon type usually last, which means that that alphabetically sorted list of weapons becomes a useless jumble. Add to that the very long names cutting off on the right, so that the star denoting legendary weapons dissapears off screen, and the chaos is complete. At least you can rename your favorite guns to something appearing early in the alphabet.
      • It's also worth noting that items in the Misc tab are now listed alphabetically, as opposed to by order of acquisition, like it was in 3 and New Vegas. Got a holotape by a guy named Zack? Good luck scrolling past ALL of your items until you reach Zack's Holotape!
    • Junk stored in workbenches at different settlements (even the Prydwen) is not "linked" to other identical workbenches (think Resident Evil's item boxes) until the Local Leader perk is acquired, and even then, you'll need to dedicate one person per settlement to maintaining the supply line. Need critical materials at Sanctuary, but it's all at the Prydwen? Better start hauling it over there, bit by bit, unless you have lots of strength and\or carry related perks (which means having 10 Strength and be at least lvl 30 to be able to fast travel while overencumbered).
    • The affinity system for companions can range from easy to annoyingly frustrating, based entirely on their likes and dislikes. Good-aligned characters (Codsworth, Piper, Nick, etc.) can be leveled up just by playing as normal. As long as you're not a jerk, you'll get their perks eventually. Evil-aligned companions (Cait, Strong, X6-88), on the other hand, punish you for accepting certain quests no matter what, and Strong is notable for punishing you for basic lockpicking, which is present in nearly every building and quest. Additionally, when a companion reacts to a particular line of dialog they often don't say anything indicating why they liked/disliked the choice you made, leading to some confusing inconsistencies like Strong disliking when you offer to help people except when he likes it (he only likes you helping your settlers, not random people). This isn't a big loss most of the time, as most companion perks are situational, but some like MacCready's Killshot are extremely useful. For evil characters, it's often preferable to just cheese the system by repeating simple actions they like (lockpicking, crafting, stealing, etc.), then finding a chair and using the Wait option to wait for two in-game hours to reset the timer that is supposed to prevent you from repeating those actions quickly.
    • NPCs can and will hop into any suit of empty suit of power armor 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. But the true Scrappy Mechanis is that if an NPC dies while wearing power armor, that power armor frame cannot be looted, just the individual pieces mounted on it. The result is that if the player leaves several suits of power armor laying around their settlement, an attacking force of raiders can commandeer them, and then to add insult to injury, when killed the power armor frames they lost are gone and the player will have to find new ones.
    • Settlement building is clunky, rather sloppily implemented and frustrating, as no "snapping" options exist to place items save for the metal and wood sections, and no additional camera angles exist for a better view, restricted to the existing first person and third person view modes. Even worse is that collision does not always work properly, occasionally causing items that you place on furniture to clip halfway through them (and get lost) and making it almost impossible to add doors to existing structures, for example. And the mechanic is not optional,; several quests in the game FORCE you to build something in order to advance the plot. The Brotherhood quest to build a relay to the Institute is equal parts annoying and clunky, as the rugs on the floor of the building area for the teleporter at the Boston Airport Ruins (a common building site) can make the parts not "snap together" in order to build the machine, causing no shortage of frustration.
      • Same with the "Best Left Forgotten" quest in the Far Harbor DLC, which will also have you platforming at the same time.
    • 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 again, which is annoying because he can and will drop these quests on you without even being prompted, as long as you are close enough to him. Although, a patch made Radio Freedom the main source of Minutemen quests, with Preston giving out quests far less often, and almost never when you're turning a quest in.
    • Similar to the Minutemen radiant quests are the Settlement Defense quests. 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 you'll need to waste huge amounts of resources repairing your settlement. 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. For well defended settlements, it was entirely possible that you'd show up to witness your settlement deal an immediate Curb-Stomp Battle to the attackers with no involvement needed from you. A patch changes it so that the settlement will have a chance of defending itself should you fail to appear, but for settlements producing a lot of water and food (ie, 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%.
    • Settlement defenses also have another frustrating issue - that of friendly fire. If it is Super Mutants, Gunners, synths or Raiders attacking, they usually spawn at the perimeter, allowing you to fight a set piece tactical battle. However, if the attackers are bugs, feral ghouls and particularly so with Mechanist eyebots that swarm around your settlers, chances are high that a stray shot attempting to bring down a fast moving enemy will hit one of your settlers. Which may end up killing that settler, aggro’ing the entire settlement against you and your companion leaves for good.
    • 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 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 egregious is that this game actually has companions interact with each other through dialogue...but only for passing the torch onto the next person that follows the Survivor.
    • 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.
    • The new Perk system: instead of using player and skill levels and maybe S.P.E.C.I.A.L. levels it relies on only player and S.P.E.C.I.A.L. levels. If a player wants to use stealth they would have to get the Sneak perk. To get the Sneak perk you need 3 in Agility, not too hard... and then be Level 23 minimum to be able to be only 50% stealthier. The perk doesn't even let you be totally stealthy because you need to stack extra stuff like "Muffled" armor and use rare Stealth boys to be sneaky. In total you have to deal with mediocrity for large swaths of the early game to grind for better perks and even then you are forced to put points into your Dump Stats to cover up your weaknesses. On top of this, it means a lot of Boring, but Practical effects that used to be governed by skills are now perks, meaning that you have to chew through dull perks like flat damage and health boosts or being able to hack the next level of terminal instead of picking up genuinely unique stuff if you want to stay viable.
  • 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.
    • To a significantly lesser extent, there is a significant portion of gun-savvy fans who loathe the "assault rifle." Not for any gameplay or balance reasons, but because the gun in question looks absolutely nothing an assault rifle, and a more appropriate name for it would be "machine gun." To elaborate, the gun bears a resemblance to a Lewis Gun and/or M249 mashup (Allow Imfdb to explain) and its design is frequently mocked as overcomplicated and heavy by fans accustomed to using more-or-less faithfully depicted actual assault rifles such as the fan-favorite R91, Chinese Assault Rifle, and various Armalite Rifle-patterned weaponry in the previous two games.
      • The bizarre part about this was that it was called a Machine Gun in the books. This made the name a lot more nerve-racking than it was before.
      • Even better, it's also been revealed that the "Assault Rifle" was intended to be a Machine Gun to the point of game files referring to it as such, and the textures of the weapon's silencer revealing it was intended to fire a high powered round (50 caliber) instead of the 5.56 it uses in game.
  • Sidetracked by the Gold Saucer: You can now spend hours alone on building and furnishing your settlements, optimizing your weapons and armor as you see fit and scouring junk for rare scrap parts, or play videogames on your pip-boy. The Nuka-World DLC includes an arcade packed with mini-games. Who has time for the pressures of being a Raider overboss when there are high scores to be set in skee-ball and Whack-A-Commie?
  • Squick: You can romance some third-generation Synths - Paladin Danse, Magnolia and Curie - but this results due to the fact that all such Synths' biological components are based on recombined genetics from your son. See, also Surprise Incest on the Companions page
    • The Bloodworms from the Nuka-World add-on are among the most disgusting creatures in the game. After you see them emerge—no, explode—from the bodies of comatose (yet still pulsating) Brahmin in a huge bloody mess for the first time, you'll never want to see another one again.
  • Strawman Has a Point: Played with. On one hand, the mayor of Diamond City kicking out Piper seems fairly justified as she accused him of being a Synth without evidence. In the same city there is an incredible paranoia about Synths replacing people to the point where you can see someone accuse his brother of being a Synth and being shot by security before he could kill him, which might have been caused by Piper's fear mongering, so her baseless accusation puts his life at risk. On the other hand, he is a Synth of the Institute so she was right all along. Still, he is technically right about Piper's fear mongering. There is also his refusal to let ghouls live inside Diamond City. Bobbi No-Nose tells you that he only put the law in place after someone went feral and killed some people, so it seems like a fairly understandable (if cruel and generalizing) solution. However, Bobbi immediately points out that normal humans snap and start killing all the time in the Wasteland. And, well, she's right. Subverted later, since it turns out the Institute told the mayor to kick out the ghouls so the city wouldn't have anyone with pre-war knowledge living in it and his reason was just an excuse.
  • Take That, Scrappy!:
    • Zig-Zagged for the majority of fans who were annoyed with Owyn Lyons abandoning the original tenets of the Brotherhood of Steel, which bit them. The fact that his successor is a racist noble bigot who's a Scrappy in his own right made it a 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 rage.
    • The trailer for the Wasteland Workshop DLC has Preston Garvey being forced to fight a Deathclaw for the player's amusement. Granted, he's at least equipped with Power Armor and he wins in the end.
    • A significant number of posted videos show the always whining Marcy Long being killed off in creative ways by the Wasteland Workshop arena fights.
    • The only purpose of the pillory is to invoke this on whoever you feel appropriate.
  • 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.
  • That One Attack:
    • While Raiders/Gunners/Super Mutants carrying Fatmans 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, being Lightning Bruisers that can punch you to death in just a few hits, but you'll be okay as long as you keep your distance... wait, why did its head start glowing? This attack is fatal if it does more than graze you for a second.
    • Any enemy attack that can poison you, which includes the stings from insect enemies and the vomit attack from Mirelurks. There is few things in the game that can resist poison, which means that even in a suit of power armor, poison will likely chew through your defenses at a rate where even healing items at higher difficulties can't heal in time.
      • Of particular note are Mirelurk Queens. While most enemies with poison attacks have to be rather close to you, Mirelurk Queens can spray a highly damaging poisonous fluid which can kill you faster than your stimpacks can heal you, which not only gets sprayed absolutely everywhere, but the effect lingers on whatever it gets sprayed on. This makes the "Taking Independence" quest extremely difficult if you don't kill it quickly, because you'll be fighting one in relatively close quarters, with only the narrow entrances of the Castle's inner corridors for cover.
  • 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 of bad design, he is one of the few major bosses in the entire franchise that cannot be persuaded to lay down his arms, forcing you to fight him to continue the story. And finally, if you do talk to him, you are placed in the center of fire of all enemies, and all the enemies get a half second opportunity to draw their weapons before you do, almost making Kellogg a prime example of Schmuck Bait. That said, there are multiple ways to cheese it.
      • One, less than honorable way, to gain the advantage - avoiding his AI being aware of you, being able to take the first shot (from stealth), and avoiding the compromising position of being in the middle of the room, is to take advantage of the scripted scene when he walks out from behind the computers with his arms raised. As this portion of the encounter is based only on your character crossing a certain point in the hallway, and not from his AI actually detecting you, it will give you one free shot from stealth, before the combat begins.
    • The Mirelurk Queen. There's one in "Taking Indepedence" and a few others elsewhere, like Spectacle Island, or the Murkwater Construction Site. A Giant Enemy Crab to the extreme, she's at least 5x as big as a Mirelurk, moves quickly, has a shitload of health, deals an extreme amount of damage if she hits, spews damaging acid as a long-range attack, and constantly spawns Mirelurk Hatchlings all over the arena. Even with minutemen helping you and distracting her, she can easily take them out before focusing on you. She practically forces the player to hide indoors and take potshots at her with a convenient missile launcher and flamethrower.
      • In Far Harbor, you will fight a Legendary Mirelurk Queen as part of a quest.
    • The Deathclaw in Concord is a divisive example, as even in your power armor with a minigun, you're likely to suffer your first deaths in the game fighting it. Many Fallout veterans found the fight too easy and complained. While others argued it was too difficult even with the Infinity +1 Sword of both the above pieces of equipment.
    • Slag, the final boss of Saugus Ironworks. He starts the fight aware of you so you can't stealth him, charges into melee with a very powerful sword, and is wearing power armor. Combine this with a claustrophobic boss arena and several 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 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 speech check), but that doesn't stop Sinjin from pulling the trigger. Alternatively, you can talk Sinjin into killing you first with an equally hard speech check, but then you have his entire gang to deal with.
    • Boomer, the Raider leader at Outpost Zimonja. He has a 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 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 HP.
  • 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 (much stronger in this game), packs of Ghouls, high-level Bloodbugs and Bloatflies, and others. Worst of all, you need to venture deep in there for a storyline mission. When the player's level gets high enough, many of the enemies get upgraded, and if you return there then you'll be facing the very deadly Deathskull Radscorpion, Charred Feral Ghoul, Chameleon Deathclaw, Vampiric Bloodbug, and others.
    • The Revere Satellite Array is this for four reasons: The Super Mutants there tend to have a lot of health; the area around them is very open, giving them plenty of room to see you coming from their extremely high vantage points; there's a Mutant 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 Patrolnote .
    • 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.
      • You can use a Good Bad Bug by planting a turret next to the firewall that blocks off the final level's platform. Chances are you're going to have to put those turrets in that spot anyway to protect your little bug friends.
  • That One Sidequest:
    • "The Silver Shroud" for the most part is easy as it's just shoot these guys and leave a literal calling card behind... until you get to Sinjin. This drug dealer has your radio buddy Kent hostage and you have to save him but doing so is harder than it seems. He has around three leveled lackeys that will shoot you if you don't scare them off... which means Sinjin will shoot Kent right afterwards. You can challenge Sinjin but then his lackeys will start shooting you too.
    • "Hole in the Wall" is even worse. Austin, the Vault kid who has taken a shine to you, gets sick after being bitten by an infected mole rat. Said mole rat is one of many in the closed-off section of the Vault and all of them are going to try and bite you. Mole rats aren't exactly hard to kill, but there's a lot of them, they pop up out of nowhere, and it's very hard to kill them before they get at least one bite in. Worse still, your companion and the allied Protectron in the Vault will somehow infect you if they're bitten, and they aren't competent enough not to get hit. A single hit means you're infected, which in-game means you get a perk that takes a permanent 10 hit points off your maximum. There is a single dose of anti-virus that will cure it, and the good ending requires giving it to Austin. For perfectionist players, the mission is extremely obnoxious. Mercifully, the dialog system can be cheesed to allow you to cure Austin and yourself with the same dose (get to the option, pan the camera to exit dialog, cure yourself, then go back and cure Austin though dialog), but that isn't apparent to most casual players.
  • 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. There exists a mod that changes the story both Nate and Nora as the Sole Survivors with Nate/Nora surviving their (attempted) murder via sheer luck and a lot of stimpaks. The couple eventually meet again and now have to forge out a life in the ruins of their city with a missing son and rusted Mr. Handy.
    • 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 allows you to have a heart-to-heart during the Institute ending but you're still strangers to each other. People have said that they cared about Codsworth more, who is the robot butler, as he gets touching moments about his time alone and actually interacts with the player for extended periods as he is a Companion.
    • 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 respond to) his pseudo-philosophical musings.
    • Preston is a likeable guy but his tragic backstory is undermined by his bad voice-acting and how he just tells you about his suicidal despair instead of showing it through his mannerisms. You're also given no chance to help him re-take Quincy and get justice for the people slaughtered there, letting him put his Survivor Guilt to rest.
    • Both the potential player characters have this. Unlike previous protagonists in Fallout and Elder Scrolls games they're given a much more clearly defined backgrounds, with the male PC being a ex-military veteran and the female PC being a lawyer... both of which being completely rendered irrelevant and not even mentioned after the intro sequence. There's so many potential perks and plot points that both backgrounds could feed into that is squandered as a result.
    • Since the SS is a pre-war veteran, it would have been a great opportunity for the Enclave to make an appearance in some capacity. The Enclave, being the remnant of the pre-war U.S's government, would have been very interested in meeting a decorated war hero of the old world.
    • Paladin Danse. To be clear, his plotline is very enjoyable. 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 just over. Maxson exiles him from the Brotherhood of Steel, and there is nothing you can do to stop that. After this point, if you side with the Brotherhood, he cannot be used for the rest of the campaign. If he goes anywhere near another member of the Brotherhood, they will open fire on him and you. He is basically the only faction companion that gets locked out of the endgame of his own faction's arc. The only faction you can use him in the endgame with is the Minutemen, as long as you don't ally the Minutemen with the Railroad, since any path that involves destroying the Brotherhood will have him refuse to work with you ever again. 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.
  • They Wasted a Perfectly Good Plot:
    • The outcome of the Railroad learning about Acadia, a Synth colony in Far Harbour, is never explored beyond them sending a single representative. It's a particularly noticeable dangling thread given that the Railroad often mentions their struggles with smuggling liberated Synths out of the Commonwealth, that the Sole Survivor can go out of their way to inform them of Acadia's existence, and that the two anti-Synth freedom factions, the Brotherhood and Institute, have full-blown quests to deal with them (albeit by wiping them out) while the Railroad barely gets a side objective.
    • Siding against the raiders in Nuka-World means doing the quest "Open Season", which involves killing the leaders of all three raider gangs. And... that's it. No quest line or alternate ways of driving them out, just run around shooting all the raiders. Once the quest is complete, none of the now-freed slaves do anything besides stand around and thank you for saving them. You can still walk around the park and clear out all the zones, but with no main plot to drive things, it ends up feeling more like a sightseeing trip than anything else. Then again, that's only when you did it first, considering there's nothing stopping you from taking the entire park first, then dealing with the raiders.
    • A few of Nuka-World's zones are surprisingly simple to take over. Compared to slowly gaining control over the Galactic Zone and its robots by tracking down Star Cores, unlocking access to the source of Dry Rock Gulch's Bloodworm infestation by completing tasks for the local robots, and flushing out Oswald the Outrageous in Kiddie Kingdom by surviving a series of deadly encounters he's set up to try to kill the Sole Survivor, conquering the World of Refreshment and Safari Adventure essentially boils down to "kill pretty much everything". Cito and his family of Ghoulrillas become irrelevant to the plot after they point the player in the direction of the access codes to enter the heart of Safari Adventure, despite the potential for them to strike back against the Gatorclaws with the Sole Survivor's help.
    • The Institute's ultimate plan. They've realised that they're expanding faster than their energy production, so want you to get a Beryllium agitator for their reactor. After you do so the Institute now has the energy needed to ... 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, the idea is dropped as quickly as it is introduced.
  • 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.
  • 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 a quest, it only happens when the player is exchanging one follower for another. It would've been a good opportunity for them to at least have conversations with one another when they were at the same settlement.
  • Unintentionally Unsympathetic:
    • The Institute is the story's primary antagonist, so obviously doesn't garner much sympathy, but considering that you can side with them means that they should have some good points, right? Except not. They have advanced technology, sure, but they have no end goal or any interest in the surface, so all they're going to do is dabble in meaningless random experiments. In the end siding with them is entirely pointless unless the player hopes that they might be able to change things but the game doesn't really offer anything to support this.
    • 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, and also come to odds with the Brotherhood of Steel due to their intent to wipe out all synths. The problems come in where they ignore all the other problems the Commonwealth is facing in favor of just helping synthsnote , to the extent they will refuse to directly work with the Minutemen because they think they don't care about synths, and they will demand you choose a side between them and won't work with you if you stick with the Minutemen. They have a Mole in the Institute helping them free synths, but they lie to and manipulate him into helping them plan an attack on the place, and then lie about his death to make him a martyr, when he actually committed suicide out of rage and despair over their actions. Finally, many people in both the Institute and the Brotherhood are good people who are merely misguided, and may even have not done anything wrong themselves, and both factions have children living among them, but the Railroad still goes for the Kill 'Em All approach, either not knowing or not caring that innocents and children are among those they call their enemies.
    • 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.
  • What an Idiot!:
    • Why, yes, Miranda. Of course it's perfectly okay to give all your caps to some random woman you have only known for a few days after she proposes rescuing you from Vault 81's isolated life! Understandably, however, Miranda is a sheltered Vault scientist, so she didn't know any better.
    • When you enter Goodneighbor for the first time, an unimportant NPC tries to con you, knowing full well who runs the town. His response to being calmly told off about trying to pull extortion rackets when people are first coming to town is to turn around and threaten Hancock to his face. Hancock's response after that is to stab the guy dead.
      • This even qualifies just from the extortion attempt in the first place - if the Sole Survivor is of the type to let his/her trigger finger do the talking. Hancock will immediately voice his respect for the Sole Survivor if he/she responds to said attempt by blowing the NPC's head off.
    • Rex Goodman tries to teach Super Mutants culture... starting with Macbeth. 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?
  • 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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