How do I get into Diamond City? Charm my way past the gate guards? Sneak in through the sewer? Bribe my way in? Lockpick the back entrance? Wear a guard disguise and walk in? Make friends with a resident and enter the city as their guest? Pay a sketchy half-crazed ghoul with a persecution complex to build a bomb to blow a hole in the wall? Hack a terminal to make a bot go haywire and create a distraction? Get hired as a caravan guard and enter with the rest of the group when they reach the city?
Oh, sorry. Those are things you’d put in a Fallout game like New Vegas or the 2D Fallouts. But THIS is a Bethesda game, which means the only way in is through a nonsensical, scripted, non-branching, completely banal dialog / cutscene where the rules are made up and your choices don’t matter.
The Fallout 4 developers could’ve tried to put some light roleplaying into their alleged roleplaying game and handled entering Diamond City the way Obsidian handled entering New Vegas. But instead they just copied the same sophomoric approach they used for entering the Citadel back in Fallout 3: A stilted, awkwardly framed dialog that can’t decide if it wants to be cinema or interactive so it decides to split the difference and fail at both.
Having the four-choice “I have no idea what I’m about to say” dialog wheel is directly at odds with their idiotic no-choice plot. And both of those ideas are at odds with the concept of “roleplaying game”. And none of this is helped by their fully voiced pre-war protagonist who never seems interested or curious about the world around them or about connecting with people who have pre-war memories to find out what’s happened in the last 210 yearsSpoiler: Nothing. Nothing has happened. After the bombs fell, people crawled out the the rubble and then sat around shooting each other until you showed up with the plot..
It’s not that the various designers weren’t on the same page, it’s like they were deliberately working against one another.
 Spoiler: Nothing. Nothing has happened. After the bombs fell, people crawled out the the rubble and then sat around shooting each other until you showed up with the plot.
Two minutes of fun at the expense of a badly-run theme park.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
Game at the Bottom
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?
The Best of 2013
My picks for what was important, awesome, or worth talking about in 2013.
Diablo III Retrospective
We were so upset by the server problems and real money auction that we overlooked just how terrible everything else is.