QUOTE(Winter Wolf @ Nov 15 2015, 02:04 AM)

Just started playing around with the 'follow the red path' quest. It is the start of the Railroad quest line. It is very cool as you have to make your way through the rubble and see where it leads. The only trouble was the number and strength of the enemies. Ha! I died a number of times before I decided that it would be a better idea to come back later. The down town Boston area is fun to explore, but the enemies are like L'Enfant Plaza- crazy!!!
Beat up some legendary Super Mutant and grabbed his chameleon piece of armor. It is helping with the sneaking around the down town area. Ha!
Oh wow, do they have chameleon armor in this game? Awesome! I was surprised how long the combination lock was on that door into the underground railroad headquarters was till the guy making the vid spelled it out, lol. Then I was like, "DOH! Of course!"
QUOTE(mirocu @ Nov 15 2015, 02:45 AM)

QUOTE(hazmick @ Nov 15 2015, 01:20 AM)

Oblivion's MQ also worked better because it didn't try and force a backstory onto your character. FO4 is just "You're a heterosexual, middle-class, American with a baby called Shaun. Go.". How am I supposed to identify with my character when I'm none of those things?
I am two of those things but I still donīt like the concept of a predetermined background. This is a Bethesda game and in my world that spells sandbox all the way, including my character. And I seriously donīt like the out-of-character-talking. It was fine in Deus Ex but again, this is a Beth game and to me it doesnīt fit. My character is mute, damnit!!

I didn't know you were an American! Or that you had a son named Shaun!
But yeah, the voice: the lack of choices makes you stuck with a "goody" character - even the sarcastic responses are so mild; no cursing, etc. So your character can't be evil and sound all Nancy Kerrigan; and you sure can't be Black, Hispanic, or Oriental and sound like that.
I think I proved in Oblivion that I don't mind a voiced character if it reflects my character's personalty correctly; but these voice files don't fit with my character at all, don't say the things she would.
If they can program the robot to call your character "F___Face;" then why can't my character curse when a lockpick breaks? The voices should not have been used to such an extent; or you should have had a choice of voices to pick through. OR - they could have taken the voices from BruceVayne's voice sets for Oblivion that were hugely popular so people could continue using the voice for their character that they were used to hearing on them.
(which I hope some modder does for us). Because none of my characters have ever had a middle American accent; they sound like they come from somewhere interesting.
QUOTE(hazmick @ Nov 15 2015, 08:17 AM)

Got a bit further with The Minutemen. My character, Alice, helped to retake their fort and set up comms, so now the wasteland has a cool new radio station. Then she helped them set up some artillery that she can call in if she needs it. She'll probably never use it but it's nice to have the option
We found a legendary something-or-other called 'Swan' which is sitting in a pond near Diamond City. Alice decided to leave it alone for now, at least until she knows what it is.
Those quests sound interesting! I know Swan is a boss fight with/for a unique weapon, but - don't know WHAT Swan is. Weird and ugly, and it reminded me of Sheldon Cooper's "Dogypus" mixture of man's best friend under water for the biosphere projects = sort of like a combo of a super mutant and duck maybe? Anyway, the weapon was cool, I do know what it is.