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** 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.[[/folder]]

to:

** 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.[[/folder]]



** Oswald the Outrageous. He used to be a pre-war survivor who took shelter in the Kiddie Kingdom but became a Ghoul along with the other survivors. The radiation took a toll on the survivors and turned all of them feral over time, except him and his girlfriend Rachel. He dedicated his life to protect his ghoulified friends and the Kiddle Kingdom from the raiders with the use of irradiated gas, illusions and the ability to resurrect feral ghouls due to being a Glowing One. He spent 200 years guarding Kiddie Kingdom while waiting for Rachel to find a cure for going feral, [[spoiler: unaware that Rachel herself was DrivenToSuicide out of despair when she found out there was no cure.]] You can tell him to go help Rachel, [[BrutalHonesty tell him that there's no cure for going feral]], [[KickTheDog give him Rachel's holotape]], or [[VideoGameCrueltyPotential outright attack him]]. Either way, if you know what happened to Rachel, no matter how you confront him, what you tell him, [[YouAreTooLate all his hopes are proven to be futile]]. It is hard not to [[AlasPoorVillain feel sorry for both Oswald]] and [[YouBastard the feral ghouls you mowed down to get to him]].

to:

** Oswald the Outrageous. He used to be a pre-war survivor who took shelter in the Kiddie Kingdom but became a Ghoul along with the other survivors. The radiation took a toll on the survivors and turned all of them feral over time, except him and his girlfriend Rachel. He dedicated his life to protect his ghoulified friends and the Kiddle Kingdom from the raiders with the use of irradiated gas, illusions and the ability to resurrect feral ghouls due to being a Glowing One. He spent 200 years guarding Kiddie Kingdom while waiting for Rachel to find a cure for going feral, [[spoiler: unaware that Rachel herself was DrivenToSuicide out of despair when she found out there was no cure.]] You can tell him to go help Rachel, [[BrutalHonesty tell him that there's no cure for going feral]], [[KickTheDog give him Rachel's holotape]], or [[VideoGameCrueltyPotential outright attack him]]. Either way, if you know what happened to Rachel, no matter how you confront him, what you tell him, [[YouAreTooLate all his hopes are proven to be futile]]. It is hard not to [[AlasPoorVillain feel sorry for both Oswald]] and [[YouBastard the feral ghouls you mowed down to get to him]].him]].
[[/folder]]

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On other hand, criticism not big enough and the quest pack is done by the same person.


** The Sole Survivor primarily speaks in somewhat halting, short, and uncomplicated sentences: "I'm from before the War." "Yeah, 200 years ago." He/she doesn't respond to much and often only shows emotion about specific subjects (like their son). [[ShellShockedVeteran It's very possible that they're suffering from some sort of stress-related disorder or emotional shock]], or even some kind of mental damage from the cryosleep process. Which, given events, is only understandable. It helps that there could be other reasons to contribute to their emotional shock such as the husband being a US Army combat veteran and the wife having some sort of postpartum depression. Relatedly, there's the Sole Survivor's near-constant [[DeadpanSnarker bitter sarcasm]] - Is this just meant to be [[WorldOfSnark part of the game's writing]], or is it meant to serve as an indicator of the Sole Survivor using [[SadClown sarcasm as a coping mechanism]] after their TraumaCongaLine in the game's opening?

to:

** The Sole Survivor primarily speaks in somewhat halting, short, and uncomplicated sentences: "I'm from before the War." "Yeah, 200 years ago." He/she doesn't respond to much and often only shows emotion about specific subjects (like their son). [[ShellShockedVeteran It's very possible that they're suffering from some sort of stress-related disorder or emotional shock]], or even some kind of mental damage from the cryosleep process. Which, given events, is only understandable. It helps that there could be other reasons to contribute to their emotional shock such as the husband being a US Army combat veteran and the wife having some sort of postpartum depression. Relatedly, there's the Sole Survivor's near-constant [[DeadpanSnarker bitter sarcasm]] - Is this just meant to be [[WorldOfSnark [[WorldOfSneark part of the game's writing]], or is it meant to serve as an indicator of the Sole Survivor using [[SadClown sarcasm as a coping mechanism]] after their TraumaCongaLine in the game's opening?



* TaintedByThePreview:
** One of the criticisms frequently given to the game is that the introductory quests don't properly represent the game as a whole. Your first assignment once you return home and meet Codsworth is to go to Concord, where you meet Preston Garvey, retrieve a suit of Power Armor and a Minigun to fight a Deathclaw, and then Preston and his group head to Sanctuary where they ask you to build them the things they need to survive and Preston asks you to lead the Minutemen and gives you a quest to aid a settlement. All of this can give the impression that the game will be easy since you're starting off with Power Armor and a Minigun that took out a Deathclaw, gameplay will be focused on the settlement system and micromanaging settlers and resources, and you'll quickly rise in the ranks of the major factions and will be doing a lot of radiant quests for them. All of these impressions are false: that Power Armor isn't as strong as it seems because it'll break frequently, needs resources to repair, perks to upgrade, and Fusion Cores to operate; the Minigun is decently strong but has awful accuracy and quickly burns through a rare type of ammo; the settlement system is optional and you can totally ignore it if you don't care[[note]]There are times you need to build something in the settlement system to proceed with the main questline, but you're always given a place to build and only need to build a few specific quest-related objects, and the game either makes sure the resources to build them are plentiful nearby or points you to a location to get rarer materials[[/note]]; and the other three factions are nowhere near as welcoming as Preston and make you earn their trust, and their radiant quests are optional. The game is actually a WideOpenSandbox focused on exploration and environmental storytelling, much as ''Fallout 3'' was, but ''Fallout 4'' throws you into its world in a more misleading way.
** The revelation that the next-generation update will come with sidequests dealing with Enclave remnants has had a tepid reaction from the fanbase. On one end you have Enclave fans and/or fans of more eviler playthroughs that feel that they are being given the shortstick with the Enclave being an enemy faction yet again, especially with both the fact that the Sole Survivor might have the most reason to work with the Enclave out of all the Fallout protagionists combined with the prospect that the Enclave might at least consider the Sole Survivor a pure human, and ''VideoGame/Fallout76'' both implying the existence of a saner side to the Enclave[[note]]through to be fair, the Enclave hasn't fully embraced their genocidal policies towards the Wasteland in full during that time, but they would have by the time of ''Fallout 4'', leaving no room for anyone they consider a "wastelander" to join them despite Autumn seemingly trying to take the organization in a somewhat saner direction in ''VideoGame/Fallout3''[[/note]] and giving ample room for players to roleplay as a member of the Enclave. On the other end, the segment of the fanbase that finds the Enclave overrated or overused, or in general feel Bethesda to be constantly milking old trends are accusing them once again of treading the same grounds over anything innovative. The fact that the quest pack comes on the heels of the well-regarded ''VideoGame/AmericaRising2'' mod, which both adds a joinable Enclave faction while making it clear that their aims for the Commonwealth are ultimately villainous[[note]]with one ending dooming the entire Commonwealth to slow-motion genocide because of a slow acting FEV virus released by the Enclave[[/note]] on top of a next-gen update that will certainly break the mod for the time being, dosen't help matters.

to:

* TaintedByThePreview:
**
TaintedByThePreview: One of the criticisms frequently given to the game is that the introductory quests don't properly represent the game as a whole. Your first assignment once you return home and meet Codsworth is to go to Concord, where you meet Preston Garvey, retrieve a suit of Power Armor and a Minigun to fight a Deathclaw, and then Preston and his group head to Sanctuary where they ask you to build them the things they need to survive and Preston asks you to lead the Minutemen and gives you a quest to aid a settlement. All of this can give the impression that the game will be easy since you're starting off with Power Armor and a Minigun that took out a Deathclaw, gameplay will be focused on the settlement system and micromanaging settlers and resources, and you'll quickly rise in the ranks of the major factions and will be doing a lot of radiant quests for them. All of these impressions are false: that Power Armor isn't as strong as it seems because it'll break frequently, needs resources to repair, perks to upgrade, and Fusion Cores to operate; the Minigun is decently strong but has awful accuracy and quickly burns through a rare type of ammo; the settlement system is optional and you can totally ignore it if you don't care[[note]]There are times you need to build something in the settlement system to proceed with the main questline, but you're always given a place to build and only need to build a few specific quest-related objects, and the game either makes sure the resources to build them are plentiful nearby or points you to a location to get rarer materials[[/note]]; and the other three factions are nowhere near as welcoming as Preston and make you earn their trust, and their radiant quests are optional. The game is actually a WideOpenSandbox focused on exploration and environmental storytelling, much as ''Fallout 3'' was, but ''Fallout 4'' throws you into its world in a more misleading way.
** The revelation that the next-generation update will come with sidequests dealing with Enclave remnants has had a tepid reaction from the fanbase. On one end you have Enclave fans and/or fans of more eviler playthroughs that feel that they are being given the shortstick with the Enclave being an enemy faction yet again, especially with both the fact that the Sole Survivor might have the most reason to work with the Enclave out of all the Fallout protagionists combined with the prospect that the Enclave might at least consider the Sole Survivor a pure human, and ''VideoGame/Fallout76'' both implying the existence of a saner side to the Enclave[[note]]through to be fair, the Enclave hasn't fully embraced their genocidal policies towards the Wasteland in full during that time, but they would have by the time of ''Fallout 4'', leaving no room for anyone they consider a "wastelander" to join them despite Autumn seemingly trying to take the organization in a somewhat saner direction in ''VideoGame/Fallout3''[[/note]] and giving ample room for players to roleplay as a member of the Enclave. On the other end, the segment of the fanbase that finds the Enclave overrated or overused, or in general feel Bethesda to be constantly milking old trends are accusing them once again of treading the same grounds over anything innovative. The fact that the quest pack comes on the heels of the well-regarded ''VideoGame/AmericaRising2'' mod, which both adds a joinable Enclave faction while making it clear that their aims for the Commonwealth are ultimately villainous[[note]]with one ending dooming the entire Commonwealth to slow-motion genocide because of a slow acting FEV virus released by the Enclave[[/note]] on top of a next-gen update that will certainly break the mod for the time being, dosen't help matters.
way.
Is there an issue? Send a MessageReason:
Unilaterally deleted years ago; restoring


** 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.[[/folder]]

to:

** 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.[[/folder]][[/folder]]
* TheWoobie:
** While all the Fallout protagonists have Woobie elements, this installment has the woobiest yet. Not only is there the usual tragedy of having to leave home into the devastated world, but[[spoiler: your spouse is dead, your infant child has been kidnapped,]] and you ''know firsthand'' what the world used to be like. As is addressed in game in a conversation with the pre-war ghoul shopkeeper Daisy, the protagonist ''actually knows'' the difference. Comes off as an IronWoobie fairly early given their response to the EndOfTheWorldAsWeKnowIt, the [[spoiler: death of their spouse]], and [[spoiler: kidnapping of their son]] is to become a wandering do-gooder who builds settlements. The issue is addressed in the interview with the Sole Survivor having the option of being devastated about the world, impressed with the way people are still trudging along, or sarcastic the biggest city left is a shanty-town in his/her favorite baseball stadium.
** The Vault-Tec salesman. He comes off as rather corny and annoying in the prologue, but when you meet him as a ghoul two centuries later, well, it's hard not to feel sad for him. He's one of a handful of pre-war ghouls and might just be the loneliest man in the Commonwealth. If you try to reassure him that living in Goodneighbor isn't so bad, he retorts with: "If you kept hearing that 'keep your chin up' shit for two centuries, you might feel a little differently about it too." Giving him a home and a job in Sanctuary, on the other hand, greatly eases his depression.
** Nick Valentine. Despite being a synth originally designed as an infiltrator, he is one of the nicest and most moral People in the Commonwealth. His artificial skin's also slowly tattering away over the years (exposing his internal components), at least two of the major power players in the region want him dead or enslaved just for existing, and he suffers ''severe'' existential angst/despair due to knowing that his memories, personality and morality base all come from the man his Neuralnet was based on, to the point of feeling that nothing he does is truly "his own". Nick's had at least one shuddery moment thinking about ''what he'd be like'' if they'd uploaded someone like a Vault-Tec exec or condemned criminal instead. And to make matters worse, he's constantly having flashes of memories/events from his "former" life.
** Paladin Danse, if you pursue his unique perk. [[spoiler:The loyal and dutiful Brotherhood Paladin, one who believes in their mission to wipe the Institute and synths from the face of the Commonwealth, is revealed to be a synth himself, and he never even realized it! Elder Maxon will have none of it, and orders him executed. You can save him from being killed, but he will be forced into exile. Everything he had lived for is completely turned on its head.]] What makes it even worse is that even when he knows the truth, he stubbornly keeps to his believes about synths, and demands that he be exterminated to set an example.
** Cait. She grew up in an [[AbusiveParents abusive family]] who locked her in a shed the first time she tried to run away, then broke her legs the second time. She thought that they kept her around because they really did love her deep down, only for her trust to be betrayed when they revealed their true intentions by selling her into slavery the second she turned 18. She was only able to escape her slavers by gradually stealing caps from them until she could buy her own freedom. She then got addicted to Psycho and found the Combat Zone where she was hired as a cage fighter. The Sole Survivor can potentially be the first person to ever treat her like a friend.
** Oswald the Outrageous. He used to be a pre-war survivor who took shelter in the Kiddie Kingdom but became a Ghoul along with the other survivors. The radiation took a toll on the survivors and turned all of them feral over time, except him and his girlfriend Rachel. He dedicated his life to protect his ghoulified friends and the Kiddle Kingdom from the raiders with the use of irradiated gas, illusions and the ability to resurrect feral ghouls due to being a Glowing One. He spent 200 years guarding Kiddie Kingdom while waiting for Rachel to find a cure for going feral, [[spoiler: unaware that Rachel herself was DrivenToSuicide out of despair when she found out there was no cure.]] You can tell him to go help Rachel, [[BrutalHonesty tell him that there's no cure for going feral]], [[KickTheDog give him Rachel's holotape]], or [[VideoGameCrueltyPotential outright attack him]]. Either way, if you know what happened to Rachel, no matter how you confront him, what you tell him, [[YouAreTooLate all his hopes are proven to be futile]]. It is hard not to [[AlasPoorVillain feel sorry for both Oswald]] and [[YouBastard the feral ghouls you mowed down to get to him]].
Is there an issue? Send a MessageReason:
None


** The revelation that the next-generation update will come with sidequests dealing with Enclave elements has had a tepid reaction from the fanbase. On one end you have Enclave fans and/or fans of more eviler playthroughs that feel that they are being given the shortstick with the Enclave being an enemy faction yet again, especially with both the fact that the Sole Survivor might have the most reason to work with the Enclave out of all the Fallout protagionists combined with the prospect that the Enclave might at least consider the Sole Survivor a pure human, and ''VideoGame/Fallout76'' both implying the existence of a saner side to the Enclave[[note]]through to be fair, the Enclave hasn't fully embraced their genocidal policies towards the Wasteland in full during that time, but they would have by the time of ''Fallout 4'', leaving no room for anyone they consider a "wastelander" to join them despite Autumn seemingly trying to take the organization in a somewhat saner direction in ''VideoGame/Fallout3''[[/note]] and giving ample room for players to roleplay as a member of the Enclave. On the other end, the segment of the fanbase that finds the Enclave overrated or overused, or in general feel Bethesda to be constantly milking old trends are accusing them once again of treading the same grounds over anything innovative. The fact that the quest pack comes on the heels of the well-regarded ''VideoGame/AmericaRising2'' mod, which both adds a joinable Enclave faction while making it clear that their aims for the Commonwealth are ultimately villainous[[note]]with one ending dooming the entire Commonwealth to slow-motion genocide because of a slow acting FEV virus released by the Enclave[[/note]] on top of a next-gen update that will certainly break the mod for the time being, dosen't help matters.

to:

** The revelation that the next-generation update will come with sidequests dealing with Enclave elements remnants has had a tepid reaction from the fanbase. On one end you have Enclave fans and/or fans of more eviler playthroughs that feel that they are being given the shortstick with the Enclave being an enemy faction yet again, especially with both the fact that the Sole Survivor might have the most reason to work with the Enclave out of all the Fallout protagionists combined with the prospect that the Enclave might at least consider the Sole Survivor a pure human, and ''VideoGame/Fallout76'' both implying the existence of a saner side to the Enclave[[note]]through to be fair, the Enclave hasn't fully embraced their genocidal policies towards the Wasteland in full during that time, but they would have by the time of ''Fallout 4'', leaving no room for anyone they consider a "wastelander" to join them despite Autumn seemingly trying to take the organization in a somewhat saner direction in ''VideoGame/Fallout3''[[/note]] and giving ample room for players to roleplay as a member of the Enclave. On the other end, the segment of the fanbase that finds the Enclave overrated or overused, or in general feel Bethesda to be constantly milking old trends are accusing them once again of treading the same grounds over anything innovative. The fact that the quest pack comes on the heels of the well-regarded ''VideoGame/AmericaRising2'' mod, which both adds a joinable Enclave faction while making it clear that their aims for the Commonwealth are ultimately villainous[[note]]with one ending dooming the entire Commonwealth to slow-motion genocide because of a slow acting FEV virus released by the Enclave[[/note]] on top of a next-gen update that will certainly break the mod for the time being, dosen't help matters.

Added: 3742

Changed: 1915

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None


* TaintedByThePreview: One of the criticisms frequently given to the game is that the introductory quests don't properly represent the game as a whole. Your first assignment once you return home and meet Codsworth is to go to Concord, where you meet Preston Garvey, retrieve a suit of Power Armor and a Minigun to fight a Deathclaw, and then Preston and his group head to Sanctuary where they ask you to build them the things they need to survive and Preston asks you to lead the Minutemen and gives you a quest to aid a settlement. All of this can give the impression that the game will be easy since you're starting off with Power Armor and a Minigun that took out a Deathclaw, gameplay will be focused on the settlement system and micromanaging settlers and resources, and you'll quickly rise in the ranks of the major factions and will be doing a lot of radiant quests for them. All of these impressions are false: that Power Armor isn't as strong as it seems because it'll break frequently, needs resources to repair, perks to upgrade, and Fusion Cores to operate; the Minigun is decently strong but has awful accuracy and quickly burns through a rare type of ammo; the settlement system is optional and you can totally ignore it if you don't care[[note]]There are times you need to build something in the settlement system to proceed with the main questline, but you're always given a place to build and only need to build a few specific quest-related objects, and the game either makes sure the resources to build them are plentiful nearby or points you to a location to get rarer materials[[/note]]; and the other three factions are nowhere near as welcoming as Preston and make you earn their trust, and their radiant quests are optional. The game is actually a WideOpenSandbox focused on exploration and environmental storytelling, much as ''Fallout 3'' was, but ''Fallout 4'' throws you into its world in a more misleading way.

to:

* TaintedByThePreview: TaintedByThePreview:
**
One of the criticisms frequently given to the game is that the introductory quests don't properly represent the game as a whole. Your first assignment once you return home and meet Codsworth is to go to Concord, where you meet Preston Garvey, retrieve a suit of Power Armor and a Minigun to fight a Deathclaw, and then Preston and his group head to Sanctuary where they ask you to build them the things they need to survive and Preston asks you to lead the Minutemen and gives you a quest to aid a settlement. All of this can give the impression that the game will be easy since you're starting off with Power Armor and a Minigun that took out a Deathclaw, gameplay will be focused on the settlement system and micromanaging settlers and resources, and you'll quickly rise in the ranks of the major factions and will be doing a lot of radiant quests for them. All of these impressions are false: that Power Armor isn't as strong as it seems because it'll break frequently, needs resources to repair, perks to upgrade, and Fusion Cores to operate; the Minigun is decently strong but has awful accuracy and quickly burns through a rare type of ammo; the settlement system is optional and you can totally ignore it if you don't care[[note]]There are times you need to build something in the settlement system to proceed with the main questline, but you're always given a place to build and only need to build a few specific quest-related objects, and the game either makes sure the resources to build them are plentiful nearby or points you to a location to get rarer materials[[/note]]; and the other three factions are nowhere near as welcoming as Preston and make you earn their trust, and their radiant quests are optional. The game is actually a WideOpenSandbox focused on exploration and environmental storytelling, much as ''Fallout 3'' was, but ''Fallout 4'' throws you into its world in a more misleading way.way.
** The revelation that the next-generation update will come with sidequests dealing with Enclave elements has had a tepid reaction from the fanbase. On one end you have Enclave fans and/or fans of more eviler playthroughs that feel that they are being given the shortstick with the Enclave being an enemy faction yet again, especially with both the fact that the Sole Survivor might have the most reason to work with the Enclave out of all the Fallout protagionists combined with the prospect that the Enclave might at least consider the Sole Survivor a pure human, and ''VideoGame/Fallout76'' both implying the existence of a saner side to the Enclave[[note]]through to be fair, the Enclave hasn't fully embraced their genocidal policies towards the Wasteland in full during that time, but they would have by the time of ''Fallout 4'', leaving no room for anyone they consider a "wastelander" to join them despite Autumn seemingly trying to take the organization in a somewhat saner direction in ''VideoGame/Fallout3''[[/note]] and giving ample room for players to roleplay as a member of the Enclave. On the other end, the segment of the fanbase that finds the Enclave overrated or overused, or in general feel Bethesda to be constantly milking old trends are accusing them once again of treading the same grounds over anything innovative. The fact that the quest pack comes on the heels of the well-regarded ''VideoGame/AmericaRising2'' mod, which both adds a joinable Enclave faction while making it clear that their aims for the Commonwealth are ultimately villainous[[note]]with one ending dooming the entire Commonwealth to slow-motion genocide because of a slow acting FEV virus released by the Enclave[[/note]] on top of a next-gen update that will certainly break the mod for the time being, dosen't help matters.
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Misuse. If you can romance them, they are creator preferred and this is for non-canon ships. For the second bullet none of them are as popular as the canon one. This trope is also about romantic couples and not platonic ones.


* FanPreferredCouple:
** There are plenty of options for the Sole Survivor to choose from regardless of sex. For the female companions, it's Piper and Cait, with Paladin Danse and Hancock being the preferred male companion choices. Nick Valentine and Deacon are also very popular choices, despite the both of them not even ''being'' romance options in-game. Furthermore, Curie's [[EverythingSoundsSexierInFrench French accent]] and adorable naivety - not to mention her tendency of geeking out about any scientific wonders, also makes her a popular choice for being paired up with the Sole Survivor.
** There's also a variety of non-companion {{Non Player Character}}s that fans feel ''should've'' been companions/romance options, like Fahrenheit, [[{{Robosexual}} KL-E-0]], Elder Maxson, Emogene Cabot, and Mags Black.
** A platonic case - Due to them being two very important characters in the main questline of the base game along with Courtney Ford and Stephen Russel's remarkable chemistry together, Piper Wright & Nick Valentine are a popular friendship pairing in the fanfic community around the game.

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** Settlement defense missions get this treatment in the ''Far Harbor'' expansion. In the vanilla game, these quests are rather easy (especially if you've built up the settlement's automated defenses and have equipped the settlers for combat) and really only annoying for how ''often'' they tend to occur. However, if you've built up a settlement on ''Far Harbor'''s "The Island" and show up for a defense mission expecting a few Raiders or Ghouls, you're in for a world of hurt. Instead, you'll have to face ''waves'' of well-equipped Trappers or, worst of all, multiple ''Fog Crawlers'' (which are on the level of a Mirelurk Queen or Super Mutant Behemoth) backed up by Gulpers and/or Yao Guai who are attempting to destroy your Fog Condensers. ''Much'' more challenging...

to:

** Settlement defense missions get this treatment in the ''Far Harbor'' expansion. In the vanilla game, these quests are rather easy (especially if you've built up the settlement's automated defenses and have equipped the settlers for combat) and really only annoying for how ''often'' they tend to occur. However, if you've built up a settlement on ''Far Harbor'''s "The Island" and show up for a defense mission expecting a few Raiders or Ghouls, you're in for a world of hurt. Instead, you'll have to face ''waves'' of well-equipped Trappers or, worst of all, multiple "Condensers Down", where waves of ''Fog Crawlers'' (which are on the level of a Mirelurk Queen or Super Mutant Behemoth) backed up by Wolves, Anglers, Gulpers and/or Yao Guai who are attempting to destroy your Fog Condensers. ''Much'' more challenging...


Added DiffLines:

** "Condensers Down" in the "Far Harbor" settlements is ''easily'' the most difficult settlement defense quest, even with a well-defended settlement. Waves of Wolves, Gulpers, Anglers, ''Yao Guai and Fog Crawlers'' assault the settlement and you have to either help defend the settlement or repair the Fog Condensers yourself.
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None


** The Creation Club can either be described as Bethesda trying to milk the game over actually fixing it, along with Skyrim, a way to get the creators to get paid, or a way to introduce player-made content to the [[UsefulNotes/Playstation4 PS4]], due to Sony's policies regarding user-made content. From the pricing and bundling, most fans agree with the "milking over actually fixing it" part, though the general quality regarding the items itself has had many fans arguing that it's more just overpriced than genuinely negative.

to:

** The Creation Club can either be described as Bethesda trying to milk the game over actually fixing it, along with Skyrim, a way to get the creators to get paid, or a way to introduce player-made content to the [[UsefulNotes/Playstation4 [[Platform/Playstation4 PS4]], due to Sony's policies regarding user-made content. From the pricing and bundling, most fans agree with the "milking over actually fixing it" part, though the general quality regarding the items itself has had many fans arguing that it's more just overpriced than genuinely negative.



* PolishedPort: The game was one of the first set to receive an FPS boost on the UsefulNotes/XboxSeriesXAndS, allowing for a perfectly smooth 60FPS on the consoles, though the resolution is limited to 1080p for performance reasons.

to:

* PolishedPort: The game was one of the first set to receive an FPS boost on the UsefulNotes/XboxSeriesXAndS, Platform/XboxSeriesXAndS, allowing for a perfectly smooth 60FPS on the consoles, though the resolution is limited to 1080p for performance reasons.

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* MagnificentBastard: [[VigilanteMan Pickman]] is a charming MadArtist with a [[SerialKillerKiller preference for Raiders]]. Pickman has been luring, outwitting, and picking off Raiders for years, decorating his mansion with elaborate art-pieces he's made out of his victims' bodies, and the Sole Survivor meets him as he's fending off a full-on assault on his mansion. Should the Sole Survivor elect to spare him, Pickman is genuinely grateful to the PlayerCharacter and gifts them with a set of directions that, when deciphered, will lead to the knife he chose to make his chosen artwork.

to:

* MagnificentBastard: MagnificentBastard:
**
[[VigilanteMan Pickman]] is a charming MadArtist with a [[SerialKillerKiller preference for Raiders]]. Pickman has been luring, outwitting, and picking off Raiders for years, decorating his mansion with elaborate art-pieces he's made out of his victims' bodies, and the Sole Survivor meets him as he's fending off a full-on assault on his mansion. Should the Sole Survivor elect to spare him, Pickman is genuinely grateful to the PlayerCharacter and gifts them with a set of directions that, when deciphered, will lead to the knife he chose to make his chosen artwork.artwork.
** [[RebelLeader Z1-14]] is an [[Characters/Fallout4TheInstitute Institute]] maintenance Synth who assists [[TheMole Liam "Patriot" Binet]] in helping Synths escape to the surface. Realizing that Liam does not have to heart to fully turn against the Institute, Z1 cuts him out of the loop and conspires with the [[Characters/Fallout4TheRailroad Railroad]] for a full blown invasion of the Institute to free all of the Synths in one go. Recruiting rebel Synths and arranging for Liam to place them on a work detail, Z1 has the [[Characters/Fallout4ProtagonistAndFamily Sole Survivor]] kill the guards so the rebels can steal mining equipment which they can use craft weapons with, Z1 covering up the heist by faking their deaths in a tunnel collapse. After tipping off the Sole Survivor on an imminent [[Characters/Fallout4BrotherhoodOfSteel Brotherhood of Steel]] assault on the Railroad's headquarters, Z1 infiltrates the Molecular Relay room on maintenance duty. Once the Sole Survivor clears the Molecular Relay room of scientists and guards, he uses the relay to Railroad agents to the Institute and fights alongside them against his former masters, ultimately blowing up the Institute and granting himself and all his fellow Synths freedom on the surface.
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* CommonKnowledge: Father/[[spoiler:Shaun]] never actually dismisses the Sole Survivor's questions about the Institute by saying "it's too complicated for you to understand", although he does mention that the Commonwealth fears the Institute because they don't understand the Institute's true intentions. While he never actually goes in detail on his plans, he does express his wish that the Synths would reclaim the Commonwealth, suggesting he plans to weaken and later conquer the Commonwealth for the Institute.
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** When Cait flirts with the other companions (Preston, [=MacCready=], Deacon, Hancock, Piper) during the companion exchange, is it because she is genuinely attracted to them, because she is trying to embarrass or unnerve them for funsies or because she wants to endear herself to them so they would befriend and protect her in case the Sole Survivor dies or leaves her?

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