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Fallout 4: 10 Things We Don’t
Want From The Previous Games
http://www.gamebasin.com/news/fallout-4-10-things-we-dont-want-from-
the-previous-games
Fallout 3 and New Vegas might be exceptionally good games, but they are in no way perfect. With 
fan anticipation for Fallout 4 never higher, it’s easy to look back on the last two Fallout games as 
infallible masterpieces. Both games certainly did a lot right. Fallout 3 was a dark, moody journey 
through the devastated Capital Wasteland, and it introduced the brilliant marriage of first‐person 
shooting and the V.A.T.S. system. While some fans felt that it was a step away from the brilliant 
writing and tone of the original games, Fallout 3 was proof that the series could work within a full 
3D environment. Fallout: New Vegas managed to take what Fallout 3 had done, and put it into a 
far more satisfying world that stayed true to the spirit of the first two games. The open‐ended 
narrative gave the game a far more exploratory feel, and the survival element was given greater 
focus. Despite Fallout 3 and New Vegas being among the best games of last generation, there’s a 
lot of stuff that served to damper player enjoyment. This list takes a look at the 10 things that 
Fallout 4 really shouldn’t include from the previous games, from outdated features to ugly graphical 
elements.   
10. Melee Combat
This doesn’t mean to suggest that melee combat shouldn’t feature in the game at all, but it’s 
certainly in dire need of a rework. While the gunplay worked reasonably well in combination with 
the V.A.T.S. system, fighting with a blade or club was totally underwhelming. Attacking an enemy 
with a knife was essentially just a case of backing up until your V.A.T.S. came back online. There 
wasn’t even an option of where to strike, meaning that systematic mutilation wasn’t possible. Just 
spam the attack button mindlessly, and watch your enemies fall. Please note that this doesn’t apply 
to the power fist, which is unequivocally one of the best weapons in any game ever.   
9. Long Loading Screens
There’s no bigger killer of wasteland exploration euphoria than having a big dirty loading screen 
shoved in your face every few minutes. Unfortunately, Fallout 3 and New Vegas were notorious for 
their frequent loading screens, which seemed to permeate just about every area of the games. 
Each building and new area required a lengthy loading screen, from tiny shack to oversized hotels. 
Occasionally, a loading screen was even required inside buildings when moving from floor to floor. 
The absolute worst feeling though, was when the loading screen would hang for that bit longer 
than usual, giving you the dreaded feeling that the game might have crashed. It’s a good job the 
auto‐save system was really reliable then. Oh wait.   
8. Cazadors
The Fallout series had to get its own version of the dreaded Morrowind Cliff Racers eventually. New 
Vegas’ Cazadors are among video game’s most annoying enemies, thanks to their tendency to 
travel in large numbers and their ability to simultaneously poison you, do devastating damage, and 
dramatically lessen armour durability. It also didn’t help that the Cazadors were prone to some 
irritating bugs. The worst was their unintentional ability to fly underground. While under the map, 
they couldn’t do any damage, but it did cause any nearby companions to go completely mental in 
their attempt to target the untargetable enemy. There are lots of enemies that we’d absolutely love 
to see return in Fallout 4, but these flying, venomous pests aren’t one of them.   
7. The Game Engine
The Gamebryo engine used by Fallout 3 and New Vegas was pretty outdated even when Oblivion 
was released. The Fallout games managed to do a lot with the engine considering its constrictions, 
but considering the amount of bugs and stiff animations, it’s never been ideal. Fortunately, Skyrim 
used Bethesda’s in‐house Creation Engine, which was a vast improvement over Gamebryo. Even 
this new engine wasn’t perfect though, and it still featured some confused AI and dodgy animations. 
When Fallout 4 comes out, expect it to use a modified version of the Creation Engine, hopefully 
with many of the issues seen in Skyrim ironed out. It’d also be nice to see Bethesda moving on 
from the ancient Radiant AI artificial intelligence system, used in both Fallout games and the last 
two Elder scrolls titles.   
6. Karma System
The karma system is a bit of a staple of the Fallout series, but it’s never fit in with the tone of the 
franchise whatsoever. Listing every action as either ‘good’ or ‘bad’ completely undermines any 
notions of grey morality that the games have otherwise explored in depth. The decision of making 
certain  decisions  explicitly  named  good  or  bad  has  also  introduced  problems  with  regards  to 
gameplay and immersion. For example, no matter how sneaky and discrete you are while going on 
a crime spree, every theft will add to your negative karma. It makes absolutely no sense that 
characters can magically detect whether or not you’re a good person. New Vegas did a slightly 
better job of this than Fallout 3 by making it more about reputation between factions, but it still 
had the exact same problems.   
5. Easy Difficulty
Considering they’re set in nuclear ravaged apocalyptic wastelands, the Fallout games are extremely 
easy. A lot of this is thanks to the V.A.T.S. system, which rewards players that run while the metre 
is  low,  before  popping  back  up  to  fire  out  another  volley  of  bullets.  New  Vegas  introduced  a 
‘Hardcore’ mode, with the intention of bringing survival elements to the gameplay. It did make the 
game a bit more difficult than before, primarily due to Stimpaks only healing over time and the 
need to eat and drink. It still felt very ‘gamey’ though and, with the ease of gaining masses of caps, 
stocking up on lots of Stimpaks made death a rarity. The Fallout Wanderer’s Edition mod just about 
solves most of the issues with easy difficulty, but it would be great if Fallout 4 had its very own full‐
featured, difficult survival mode.   
4. Disjointed Areas
Let’s  face  it.  The  worst  bit  about  New  Vegas  was  the  Strip  itself.  What  should  have  been  the 
highlight of the entire game, and an area that players had worked towards reaching for hours, was 
instead a collection of small areas joined together by the dreaded loading screens. In fact, unlike 
the first two entries, the Bethesda Fallout games have never had a large metropolitan area to 
explore, free of loading screens. In Fallout 4, it’d be good to keep the idea of a central city that the 
player hears about long before reaching. Instead of the disappointment that was the Strip though, 
Fallout 4 needs an open hub that can be properly explored without having to load into each area.   
3 The UI
Why  doesn’t  Bethesda  seem  to  be  capable  of  creating  a  decent  UI?  From  Oblivion’s  horribly 
cluttered  inventory  system  to  Skyrim’s  console‐centric  menus  that  take  far  too  long  to  get 
anywhere, the developers appear to have no regard for player quality‐of‐life improvements. The 
same is true of the Fallout games, with the charming but unnecessarily convoluted Pip Boy menu 
system. It’s clear that the developers wanted to reference the design principles of the 40′s and 50′s, 
but this really didn’t need to extend to the archaic navigation of the inventory, quest log and player 
status. Worst of all was the barter menus, which made it extremely difficult to find your junk in the 
late game, when you were carrying large quantities of just about everything.   
2. Inconsistent NPC Behaviour
Despite the developers’ valiant attempts to convince players that they were   exploring a living, 
breathing world, the NPC behaviour in Fallout 3 and New Vegas was inconsistent at best. Often 
going from accusing you of killing their best friend to wishing you a pleasant morning, life in the 
wasteland seemed to be filled with schizophrenics. A lot of this was due to the aforementioned 
karma system, which would artificially label you as either good or bad in the eyes of certain NPCs. 
A lot of the time, once action would temporarily make you appear to them as a friend, before 
reverting  back  to  the  default  attitude  of  murderous  hatred.  The  NPCs  would  often  be  hugely 
forgetful too. In New Vegas, it’s possible to kill Caesar, and yet his entire army will barely notice, 
and continue to refer to him as their living leader. It’s these things that really break the immersion, 
and something that it’s hope Fallout 4 will aim to remedy.   
1. Bugs
The  absolute  number  one  complaint  regarding  any  of  Bethesda’s  releases  are  the  excessive 
amounts of bugs on release. From save files that exponentially grow larger in size, to quests that 
are impossible to finish, the developer’s RPG releases are often plagued with issues. New Vegas 
was notoriously given a far lower Metacritic average score than it would have otherwise gained, 
thanks to the amount of bugs present. Skyrim was a little better, but the Playstation 3 release in 
particular  was  prone  to  frequent  crashes  and  graphical  errors.  It’s  gotten  to  the  extent  that 
Bethesda  have  gained  a  reputation  for  releasing  games  that  haven’t  been  tested  thoroughly 
enough. If they want to clean up this image, then Fallout 4 really needs to be released as bug and 
issue  free  as  is  humanly  possible.  Although  in  fairness,  a  couple  of  unintenional  ‘easter  eggs’ 
wouldn’t go completely amiss. 
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