I think that part of Emil’s problem as a writer is that he writes stories that don’t allow for the player to be part of the process. It’s Emil’s story, we just play it.
Fallout 4 was such a mess because they tried to make the Institute an evil monster and a viable player faction which led to a huge conflict between the stated goals of the Institute and its actual actions. Which wouldn’t be so bad if the player could confront them about it but not being able to do so makes the player feel disconnected from the character (in my opinion).
In a TV show that need to respond to player choice doesn’t exist which is why it felt more natural. Having other writers on hand didn’t hurt either.
I mean that’s good, because I legitimately don’t remember the plot of Fallout 4 and I finished that game, and did a couple of partial playthroughs in addition to try for the DLCs, which I never finished.
The only thing I really remember is that it was super against robots for some reason. You also had a partner and a child (did they have names? did they have genders?) you were supposed to care about but they died within the first five minutes so I doubt anyone really did.
Oh right the MIT bit with the clone of your kid. Honestly the most memorable part of the game for me was the Salem Witch Museum, which also looks nothing like it does in real life.
I think there was also a bit where you ran away film gorillas, though they may have been alligators (not deathclaws). Don’t recall the context though, might’ve been a DLC?
The best thing to come out of Fallout 4 is the deathclaw dildo by Bad Dragon.
It’s significantly better written and much more coherant than fallout 4
They probably managed to cull most of Emil Pagliarulo’s input, then
I think that part of Emil’s problem as a writer is that he writes stories that don’t allow for the player to be part of the process. It’s Emil’s story, we just play it.
Fallout 4 was such a mess because they tried to make the Institute an evil monster and a viable player faction which led to a huge conflict between the stated goals of the Institute and its actual actions. Which wouldn’t be so bad if the player could confront them about it but not being able to do so makes the player feel disconnected from the character (in my opinion).
In a TV show that need to respond to player choice doesn’t exist which is why it felt more natural. Having other writers on hand didn’t hurt either.
I mean that’s good, because I legitimately don’t remember the plot of Fallout 4 and I finished that game, and did a couple of partial playthroughs in addition to try for the DLCs, which I never finished.
The only thing I really remember is that it was super against robots for some reason. You also had a partner and a child (did they have names? did they have genders?) you were supposed to care about but they died within the first five minutes so I doubt anyone really did.
You finished the game and think your character’s child is dead? You really did forget everything.
My guy literally forgot the entire premise of the main story lol
They’re right that it wasn’t a great story, but that’s still a pretty big thing to forget!
Oh right the MIT bit with the clone of your kid. Honestly the most memorable part of the game for me was the Salem Witch Museum, which also looks nothing like it does in real life.
I think there was also a bit where you ran away film gorillas, though they may have been alligators (not deathclaws). Don’t recall the context though, might’ve been a DLC?
The best thing to come out of Fallout 4 is the deathclaw dildo by Bad Dragon.
He wasn’t cloned, but cryogenically frozen, like the main character. He was just awoken 60 years sooner.
Yes, the old man version of your son, but you meet Shane as a child, and that’s a clone, no?
A synth, not a clone, but you’re right, there is a child version you meet as well.