Fallout 4 Story: 9 Major Talking Points

7. The Fact Your Character Barely Acknowledges The World Around Them

Deathclaws? Not a problem. How about half-irradiated Ghouls and their fairly zombielike appearances? Nope, not a bother. Ghastly Super-Mutants, overgrown rats and whopping great zombie-crabs with a penchant for human flesh? Yeah, not a bother, pass the RadAway... whatever that is. You see the disconnect? The player is certainly prepared for all sorts of weirdness and strange goings on out on the surface (we've played the other games and see the marketing campaigns), but our hero? He or she has just gone from a perfect life of white picket fences (complete with fancy curtains), before losing their family and shooting their way to the nearest outpost. You'd think they'd be a little... perplexed... at what's going on? Perhaps an inner monologue whilst walking from place to place, or a cutscene like at the very beginning elaborating on thoughts and clarifying motives? You do get a line when travelling through the Vault, as your character will comment on the "giant roaches" in front of them, but as for all the far more freakish abominations like Deathclaws or Yao Guai, they're all taken in stride unless you opt into commenting on them with the NPCs. So, look lively! Best hop in the Power Armour despite not having any training and man the minigun. Obviously.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.