“You know, the story of this place is kind of interesting if you read the computer terminals,” is probably the saddest thing to hear about an area of this game. It means someone actually came up with a good story, but nobody was willing to make it PART OF THE WORLD. Why? I dunno. I guess they spent all their voice acting budget on the moronic main story.
To be fair, it’s possible that the terminal story would fall apart once it was converted into stilted dialog from dead-eyed characters and the player couldn’t react to the dialog in any way except to choose from one of four lame responses to continue the conversation. Maybe the problem with the story in this game isn’t the story, but the terrible presentation.
In this episode, Josh fights a level-appropriateThe game doesn’t give the Mirelurk the “skull” icon used to denote foes far above your level. foe, and it takes over TWENTY attacks to kill the stupid thing. And one of those attacks is a critical. When you get to the late(ish) stage of the game and foes turn into damage sponges, the whole thing becomes a chore to play. This is on top of the bullshit where you’ll unload a power swing from your super sledge and some lame mook raider will deflect it with their little combat knife and take NO damage. I realize Josh isn’t playing optimally for the purposes of time, but he’s not that underpowered. If he dumped some time into gear and took different perks to double his damage (assuming that’s possible) it still would have taken ten hits to kill this non-legendary foe.
This is why I favor stealth builds. Once you have the requisite stealth perks, you can kill everything in one or two shots. Of course, the downside is that if you do end up in a stand-up fight, it will take even longer, since you’ve been optimizing for stealth instead of damage.
Under the hood, I don’t know what causes this. You’ll run into a mook that dies in two hits. Then a legendary that dies in six. Then a mook that takes twenty. What causes this? I’ve always assumed this was due to the differences in levels between you and your foe. In Borderlands, you can see when a foe is five levels below you or three levels above you, so you have some kind of context for why they might be exceptionally weak / strong. But Fallout 4 hides those numbers from us, so we have no explanation for why this supermutant is taking 15 hits when we killed one in 3 a few minutes ago. It just feels random. And when you’re up against something tough, it’s really slow and unsatisfying.
For a game that supposedly sacrificed all of the worldbuilding, storytelling, roleplaying, player choice, diversity of character builds, and dialog in the name of “player empowerment”, the overall feeling of empowerment in this game is actually pretty terrible.
 The game doesn’t give the Mirelurk the “skull” icon used to denote foes far above your level.
Two minutes of fun at the expense of a badly-run theme park.
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