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Multiplat Fallout 4

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I have a problem... I was doing the early clear Concord of hostiles mission and ended up in the sewers. Had a big arse rat attack me and I killed it but ended up backed into a corner standing on a crate. Could not get out. I ended up having to face the wall to at least get out on my armour, which meant I could move out of the corner. So TL;DR my power armour appears to be lost in a sewer, and Id struggle to find it again, even if I could move it. Am I stuffed?

I've found about 10 power armours, three I have left at Sanctuary and the rest I just leave where they are.
 
Do you get notification of your base/s getting attacked when it happens? I'm always paranoid about an attack happening when I'm not there and coming back to a destroyed region.
 
Do you get notification of your base/s getting attacked when it happens? I'm always paranoid about an attack happening when I'm not there and coming back to a destroyed region.
Yeah you get a quest notification pop up if you're not there. Can't remember if you get one if you are there but you'll know about it anyway
 

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Yeah you definitely get notification. The first time it happened to me I fast travelled back immediately. The second time I told myself I'd go in a sec then forgot about it until about 20 or 30 minutes later IRL time. I travelled back wondering if it were too late and it was fine, it just started the attack event. The next time it came up I assumed I had as long as I wished so just put it off. Eventually I got a message saying failed and the population read 0 on the map. I went back and it turns out it wasn't 0 but the original 2 were still there. I think those two may have remained because they were originally there as a part of a Minutemen mission to go and help them and establish the settlement. Not sure if neglecting an attack notification on somewhere like the drive in with no original inhabitants would really lose everyone.
 
Do you get notification of your base/s getting attacked when it happens? I'm always paranoid about an attack happening when I'm not there and coming back to a destroyed region.

I got a notification that I failed to protect a settlement but nothing to actually tell me an attack was happening.
 
Do you get notification of your base/s getting attacked when it happens? I'm always paranoid about an attack happening when I'm not there and coming back to a destroyed region.
Tenpines bluff was attacked but I was doing other stuff so ignored it. It's now got zero settlers (had a massive two settlers before).

War never changes.
 
http://www.afr.com/technology/video-game-fallout-4-is-based-on-your-moral-compass-20151112-gkxd6o

The air-raid siren wails. Its shriek drowns out the screams on the street. You clutch your wife's hand and run to the shelter. This is not a drill. Your neighbours panic. The bombs are coming. The door to the shelter won't open. The bombs are coming, but the door won't open. This is not a drill.

A flash, so bright you see the bones of your hand, and a violent, invisible force that throws you to the ground. Darkness. A terrible heat follows. A hatch opens beside you. You fall in. You smell smoke and singed hair. Blind and burning, your last thoughts are of your wife: did she hold our baby tight? Blackout.

Welcome to Fallout 4, one of the most highly anticipated video games of the past decade. This isn't Super Mario saving his princess or a massive Minecraft map or a cascading stack of crushable candy.

It is a richly layered, deeply constructed open world full of dystopian science fiction. Set in a postapocalyptic wasteland outside Boston, Fallout 4 takes place 200 years after a nuclear holocaust. Players assume the role of survivors who return to the surface after getting frozen in a vault. They squint into the sun as the vault door creaks open, tasked to explore this bizarro world that's part Lost in Space and part Mad Max.

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Smoking ruins dot the environs of "Fallout 4". There will also be a soundtrack, available on vinyl.

The opening scene described above is just a taste of what Fallout 4's creator, Bethesda Game Studios, has spent seven years designing. Fallout 4 features 110,000 lines of spoken dialogue (the script of Apocalypse Now is about 7500 lines).

It's estimated that players will have almost 80 square kilometres to explore, including a faithful layout of what Boston would look like if it survived a nuclear war. In the time it takes to fully explore Fallout 4, players could watch the Godfather trilogy straight through 40 times.

Fallout's aesthetic cheekily evokes 1950s-era sci-fi and the naïveté of early Cold War-era pop culture. The soundtrack, which will be available on vinyl, runs the gamut from malt shop hits to classical music to burn-in-the-fires-of-nuclear-hell gospel.

It's one of the most visually striking and narratively immersive games ever made. But despite its many artistic elements, some critics are hesitant to consider a video game, any game, a work of art.

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The survivors emerge from the vault, 200 years after a nuclear holocaust. It's part "Mad Max", part "Lost in Space".

In 2005, American film critic Roger Ebert wrote that "no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers."

Ebert argued that games are played while art is not, and that games are created to make money, not emotions.

The rebuttal to Ebert's argument comes, surprisingly, from United States Supreme Court Justice Antonin Scalia. In 2011, he wrote the majority opinion for Brown v. EMA, a case about a California law that banned the sale of video games to minors.

Video game fans latched onto the passage that read, "like the protected books, plays, and movies that preceded them, video games communicate ideas - and even social messages - through many familiar literary devices…. That suffices to confer First Amendment protection."

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A scene of the workshop that builds new technology for the survivors. Fans say "Fallout 4" deserves to be considered art because it has all the ingredients that make us put something on a wall, or on a pedestal or in a book.
For Todd Howard, executive producer of Fallout 4 and the head of Bethesda Game Studios, there is only one reason some people wouldn't consider video games to be art. "They haven't played the right game yet," says Howard, speaking at the company's suburban Maryland studio. "What they probably don't know is that there are games for everybody."

Ebert eventually hedged a little. "It is quite possible a game could someday be great art," he wrote in 2010 in the self-effacing editorial "OK, Kids, Play on My Lawn". Ebert's caveat was that no game had yet met the criteria for popular art.

Does Fallout 4?

Ethical decisions
It is certainly popular. Poised to be one of the best-selling and most critically acclaimed video games of the decade, it's the biggest project to date for Bethesda. The game developer's 2011 fantasy epic The Elder Scrolls V: Skyrim sold more than 18 million copies worldwide. Fallout 3, released in 2008, has sold roughly 10 million.

Both titles won game of the year at the Game Developers Choice Awards, an annual gathering of industry leaders, in addition to the dozens of awards the games received from industry press outlets such as IGN, PC Magazine and GameSpot.

Chris Melissinos, curator for the Smithsonian American Art Museum exhibit The Art of Video Games, says video games must be art because they are made of art. "Inside a game like Fallout 4, you can observe landscapes and sculpture and orchestration and narrative arcs and principles of design," he says. "All of these things that, on their own, we put on a pedestal or hang on a wall or write into a book to be published."

Howard explains how the team attempted to make Fallout 4 an immersive, artistic experience. "We look for elegance. Not simplicity," he says. "What we're trying to do is what we think is best about video games. We're going to put you in another world. Who would you be? What would you do?"

In Fallout 4, the players make ethical decisions and determine moral consequences—often within classic sci-fi scenarios. If a robot looks human, acts human and thinks it's human, should it be treated like a human? Do colonies of irradiated lepers deserve to live in isolation or does the threat of a pandemic justify genocide?

These moments are full of what Scalia called "social messages" and are born of literary devices as old as Karel Capek's self-aware automatons in the play R.U.R., which premiered in 1921, or Mary Shelley's postapocalyptic plague survivor Lionel Verney from her 1826 novel The Last Man.

"Fallout," Melissinos says, "is directly based on your moral compass, how you view the world and how you want to see things unfold. And that's why it holds as art. And it holds as some of the most introspective and personal type of art that anybody can engage in."

Howard compares the experience of playing the game to watching a film. "In an open game like ours, the player becomes the director."

And where critics like Ebert might argue that a scenario in which a creator gives up control of his or her work takes away its artistic merit, the concept of participants changing the outcome of an artistic work also encompasses elements of performance art and goes back to at least the 1960s, when Brazilian theatre director Augusto Boal invited his audience to become "spect-actors".

Unique emotional advantage
Boal's typical performances involved a scene in which a character was oppressed by an antagonist, and audience members were invited to pause the scene, replace the victim on stage and change the narrative in a way that resolved the conflict in the hero's favour. Sounds like a video game.

"Games can tap into that aspect that something live is happening," says Drew Davidson, the director of the Entertainment and Technology Center at Carnegie Mellon University. "You have these wonderfully evocative experiences where you feel like your choices matter."

Davidson says the ETC was born out of a partnership with Carnegie Mellon's performing arts program and that its founders - a mix of technologists and theatre buffs - saw video games as an extension of performance art, since both contain elements like setting, narrative and voice acting.

Howard says video games also have a unique emotional advantage over other media. "There is the range of emotions lots of entertainment can give you, from fear to excitement to sadness," he says. "Games can do that. But the one emotion that only games can [create] is pride. Pride in what you accomplish."

Though naysayers will continue to naysay, at least for now, Fallout 4's creators believe that games will prove their artistic merit. "There's no question what we do is art. And it's an evolving art, as all art over the ages has been," says Istvan Pely, the game's art director. "It takes time to gain acceptance, but I think this will become the main medium for people to be entertained and to explore the human condition.

"Which is what art is all about—making people feel things and experience things."

Melissinos, who included Bethesda's Fallout 3 in the Smithsonian exhibit, agrees. "It's a variety of all the different art forms," he says. He adds, somewhat loftily, that games represent "the apex" of everything humans know about art at this point in the culture. "Video games are not only an art form; they are one of the most important art forms that have ever been at the disposal of mankind."

Unlike other art forms, though, video games are not built to last - technology fades at a much faster rate than plaster and ink. So while critics nitpick the lost meaning of a coloured slab of dead wood, let's take time to engage the greatest entertainment technology of our era - regardless of whether it deserves space in a museum.

Newsweek
 
Was finally able to give this a proper crack over the weekend, geez I thought Witcher was a time sink :eek:

Speaking of, I realise the whole point of Fallout is to wander from place to place finding cool shit to do but the whole walking thing is pretty gack, coming off Witcher I really miss having a horse or something to get me around a bit quicker. There's fast travel I know but still. Minor quibble though, pretty addicted about 15 hours in.

Spending a heap more time on the base building layer than I thought I would, pretty fun. But can anyone explain supply lines to me? Got the Local Leader perk and established a supply line between Sanctuary and the drive-in thinking it would now share my workshop inventory across both settlements, but when I go into workshop inventory there's still different stuff in each list. Shouldn't both settlements have exactly the same list of stuff now?
 
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what are peoples thoughts on the companions? The dog gets in the way heaps I find and gets killed way too easy... I find the search commands don't really work too well with him and I always just end up doing it myself.

Just started with the Robot... he seems alright. Although I thought he would be better at hacking etc

Yeah this is probably the other main thing I'm struggling with, only tried dogmeat and codsworth so far but they both get in the way heaps. Also lost count of the amount of times I've left the dog behind somewhere coz you usually have to make him 'stay' to get close enough to dump gear on him, then forget to tell him to follow again. Then even when he is following you and you get the notifications that he has found something, half the time I have no idea where he is or what he wants to show me. Would be great if you could just whistle for him, no idea why that isn't a command.
 
Was finally able to give this a proper crack over the weekend, geez I thought Witcher was a time sink :eek:

Speaking of, I realise the whole point of Fallout is to wander from place to place finding cool shit to do but the whole walking thing is pretty gack, coming off Witcher I really miss having a horse or something to get me around a bit quicker. There's fast travel I know but still. Minor quibble though, pretty addicted about 15 hours in.

Spending a heap more time on the base building layer than I thought I would, pretty fun. But can anyone explain supply lines to me? Got the Local Leader perk and established a supply line between Sanctuary and the drive-in thinking it would now share my workshop inventory across both settlements, but when I go into workshop inventory there's still different stuff in each list. Shouldn't both settlements have exactly the same list of stuff now?
Best part of fallout is wandering and finding new adventures. Sometimes I'll fast travel, but exploring is what I love most about this game.

Found a comic shop last night, found a Grognak costume now I'm wandering the wastelands dressed as a caveman with a cowboy hat and sniper rifle.

Come at me world!

Also having the same problem with supply lines. I assumed as you did I'd be able to grab stuff from the workshop, but nup. has me stumped.
 
Gotta love it when you're about to die against a boss and the mysterious stranger comes in and gives you the win
I love the Mysterious Stranger!
 

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Best part of fallout is wandering and finding new adventures. Sometimes I'll fast travel, but exploring is what I love most about this game.

Found a comic shop last night, found a Grognak costume now I'm wandering the wastelands dressed as a caveman with a cowboy hat and sniper rifle.

Come at me world!

Also having the same problem with supply lines. I assumed as you did I'd be able to grab stuff from the workshop, but nup. has me stumped.
Screenshot please!
 
Think I've encountered a bug with my settlement. My Defense at the top is 0 and is always red. Any ideas?
I've had that problem. Food and beds too. If you go back it'll show up as fine but when you fast travel it'll wreck it. I found if I built about 6 new beds it fixed the problem so maybe give that a go?
 
Anyone keen on getting the platinum or all achievements then take a quick look at this post concerning missable story trophies. As far as I know no other trophies are missable as it seems like to can explore any area where you may have missed a bobble head or whatever. Feel free to back track to the thread to read the discussion on the points of no return but I've just linked to the most important post. Same forum also has info on some other tricky trophies.

I wouldn't consider this to contain actual spoilers but it does outline and name faction quests. It's just a bit of a road map and a heads up on quest names and things to look out for if you're keen on knocking over the platinum off 2-3 saves. Some may consider the info spoilers so just don't click if you're unsure

http://www.playstationtrophies.org/forum/5401416-post62.html
 

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I've had that problem. Food and beds too. If you go back it'll show up as fine but when you fast travel it'll wreck it. I found if I built about 6 new beds it fixed the problem so maybe give that a go?

Some people on another forum have suggested this is a bug that most often than not shows when you fast travel from a settlement and their advice is to leave the settlement boundary before fast traveling out. Fast traveling in is fine.
 
I have a problem... I was doing the early clear Concord of hostiles mission and ended up in the sewers. Had a big arse rat attack me and I killed it but ended up backed into a corner standing on a crate. Could not get out. I ended up having to face the wall to at least get out on my armour, which meant I could move out of the corner. So TL;DR my power armour appears to be lost in a sewer, and Id struggle to find it again, even if I could move it. Am I stuffed?
Don't stress. There is power armour everywhere, and to be honest, i'm level 13 and have barely used it.

Just rip out the fusion core and forget it (assuming you already killed the deathclaw, tough without armour)
 
Some people on another forum have suggested this is a bug that most often than not shows when you fast travel from a settlement and their advice is to leave the settlement boundary before fast traveling out. Fast traveling in is fine.
Cool thanks for that. As I said I've managed to fix it in my game for the moment but good to know if it happens again
 
How are people going finding bobbleheads?
I have 8 so far, maybe I am just getting lucky but they seem much easier to find compared to FO3.
 
Right, who can I get to come settle at the drive in? Seems to be mostly raiders around the area.
My settlers seem pretty reasonable there and have my first two headed cow there.

I think it will become my main settlement. Spent hours building a big building there yesterday but wasn't happy when the roof went on and wouldn't line up properly so tore it down and started again.
 

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